Mercurial > luasocket
annotate doc/introduction.html @ 0:4b915342e2a8
LuaSocket 2.0.2 + CMake build description.
author | Eric Wing <ewing . public |-at-| gmail . com> |
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date | Tue, 26 Aug 2008 18:40:01 -0700 |
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1 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" |
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2 "http://www.w3.org/TR/html4/strict.dtd"> |
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3 <html> |
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4 |
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5 <head> |
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6 <meta name="description" content="LuaSocket: Introduction to the core"> |
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7 <meta name="keywords" content="Lua, LuaSocket, TCP, UDP, Network, |
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8 Library, Support"> |
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9 <title>LuaSocket: Introduction to the core</title> |
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10 <link rel="stylesheet" href="reference.css" type="text/css"> |
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11 </head> |
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12 |
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13 <body> |
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14 |
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15 <!-- header +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ --> |
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16 |
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17 <div class=header> |
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18 <hr> |
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19 <center> |
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20 <table summary="LuaSocket logo"> |
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21 <tr><td align=center><a href="http://www.lua.org"> |
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22 <img width=128 height=128 border=0 alt="LuaSocket" src="luasocket.png"> |
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23 </a></td></tr> |
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24 <tr><td align=center valign=top>Network support for the Lua language |
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25 </td></tr> |
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26 </table> |
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27 <p class=bar> |
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28 <a href="home.html">home</a> · |
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29 <a href="home.html#download">download</a> · |
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30 <a href="installation.html">installation</a> · |
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31 <a href="introduction.html">introduction</a> · |
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32 <a href="reference.html">reference</a> |
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33 </p> |
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34 </center> |
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35 <hr> |
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36 </div> |
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37 |
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38 <!-- introduction +++++++++++++++++++++++++++++++++++++++++++++++++++++++ --> |
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39 |
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40 <h2>Introduction</h2> |
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41 |
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42 <p> |
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43 LuaSocket is a <a href="http://www.lua.org">Lua</a> extension library |
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44 that is composed by two parts: a C core that provides support for the TCP |
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45 and UDP transport layers, and a set of Lua modules that add support for |
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46 the SMTP (sending e-mails), HTTP (WWW access) and FTP (uploading and |
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47 downloading files) protocols and other functionality commonly needed by |
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48 applications that deal with the Internet. This introduction is about the C |
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49 core. |
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50 </p> |
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51 |
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52 <p> |
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53 Communication in LuaSocket is performed via I/O objects. These can |
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54 represent different network domains. Currently, support is provided for TCP |
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55 and UDP, but nothing prevents other developers from implementing SSL, Local |
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56 Domain, Pipes, File Descriptors etc. I/O objects provide a standard |
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57 interface to I/O across different domains and operating systems. |
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58 </p> |
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59 |
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60 <p> |
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61 The API design had two goals in mind. First, users |
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62 experienced with the C API to sockets should feel comfortable using LuaSocket. |
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63 Second, the simplicity and the feel of the Lua language should be |
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64 preserved. To achieve these goals, the LuaSocket API keeps the function names and semantics the C API whenever possible, but their usage in Lua has been greatly simplified. |
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65 </p> |
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66 |
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67 |
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68 <p> |
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69 One of the simplifications is the receive pattern capability. |
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70 Applications can read data from stream domains (such as TCP) |
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71 line by line, block by block, or until the connection is closed. |
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72 All I/O reads are buffered and the performance differences between |
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73 different receive patterns are negligible. |
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74 </p> |
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75 |
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76 <p> |
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77 Another advantage is the flexible timeout control |
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78 mechanism. As in C, all I/O operations are blocking by default. For |
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79 example, the <a href=tcp.html#send><tt>send</tt></a>, |
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80 <a href=tcp.html#receive><tt>receive</tt></a> and |
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81 <a href=tcp.html#accept><tt>accept</tt></a> methods |
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82 of the TCP domain will block the caller application until |
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83 the operation is completed (if ever!). However, with a call to the |
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84 <a href=tcp.html#settimeout><tt>settimeout</tt></a> |
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85 method, an application can specify upper limits on |
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86 the time it can be blocked by LuaSocket (the "<tt>total</tt>" timeout), on |
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87 the time LuaSocket can internally be blocked by any OS call (the |
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88 "<tt>block</tt>" timeout) or a combination of the two. Each LuaSocket |
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89 call might perform several OS calls, so that the two timeout values are |
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90 <em>not</em> equivalent. |
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91 </p> |
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92 |
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93 <p> |
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94 Finally, the host name resolution is transparent, meaning that most |
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95 functions and methods accept both IP addresses and host names. In case a |
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96 host name is given, the library queries the system's resolver and |
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97 tries the main IP address returned. Note that direct use of IP addresses |
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98 is more efficient, of course. The |
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99 <a href=dns.html#toip><tt>toip</tt></a> |
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100 and <a href=dns.html#tohostname><tt>tohostname</tt></a> |
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101 functions from the DNS module are provided to convert between host names and IP addresses. |
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102 </p> |
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103 |
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104 <p> |
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105 Together, these changes make network programming in LuaSocket much simpler |
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106 than it is in C, as the following sections will show. |
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107 </p> |
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108 |
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109 <!-- tcp ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ --> |
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110 |
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111 <h3 id=tcp>TCP</h3> |
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112 |
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113 <p> |
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114 TCP (Transfer Control Protocol) is reliable stream protocol. In other |
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115 words, applications communicating through TCP can send and receive data as |
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116 an error free stream of bytes. Data is split in one end and |
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117 reassembled transparently on the other end. There are no boundaries in |
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118 the data transfers. The library allows users to read data from the |
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119 sockets in several different granularities: patterns are available for |
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120 lines, arbitrary sized blocks or "read up to connection closed", all with |
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121 good performance. |
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122 </p> |
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123 |
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124 <p> |
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125 The library distinguishes three types of TCP sockets: <em>master</em>, |
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126 <em>client</em> and <em>server</em> sockets. |
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127 </p> |
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128 |
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129 <p> |
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130 Master sockets are newly created TCP sockets returned by the function |
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131 <a href=tcp.html#tcp><tt>socket.tcp</tt></a>. A master socket is |
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132 transformed into a server socket |
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133 after it is associated with a <em>local</em> address by a call to the |
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134 <a href=tcp.html#bind><tt>bind</tt></a> method followed by a call to the |
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135 <a href=tcp.html#listen><tt>listen</tt></a>. Conversely, a master socket |
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136 can be changed into a client socket with the method |
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137 <a href=tcp.html#connect><tt>connect</tt></a>, |
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138 which associates it with a <em>remote</em> address. |
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139 </p> |
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140 |
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141 <p> |
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142 On server sockets, applications can use the |
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143 <a href=tcp.html#accept><tt>accept</tt></a> method |
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144 to wait for a client connection. Once a connection is established, a |
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145 client socket object is returned representing this connection. The |
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146 other methods available for server socket objects are |
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147 <a href=tcp.html#getsockname><tt>getsockname</tt></a>, |
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148 <a href=tcp.html#setoption><tt>setoption</tt></a>, |
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149 <a href=tcp.html#settimeout><tt>settimeout</tt></a>, and |
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150 <a href=tcp.html#close><tt>close</tt></a>. |
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151 </p> |
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152 |
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153 <p> |
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154 Client sockets are used to exchange data between two applications over |
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155 the Internet. Applications can call the methods |
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156 <a href=tcp.html#send><tt>send</tt></a> and |
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157 <a href=tcp.html#receive><tt>receive</tt></a> |
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158 to send and receive data. The other methods |
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159 available for client socket objects are |
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160 <a href=tcp.html#getsockname><tt>getsockname</tt></a>, |
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161 <a href=tcp.html#getpeername><tt>getpeername</tt></a>, |
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162 <a href=tcp.html#setoption><tt>setoption</tt></a>, |
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163 <a href=tcp.html#settimeout><tt>settimeout</tt></a>, |
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164 <a href=tcp.html#shutdown><tt>shutdown</tt></a>, and |
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165 <a href=tcp.html#close><tt>close</tt></a>. |
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166 </p> |
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167 |
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168 <p> |
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169 Example: |
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170 </p> |
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171 <blockquote> |
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172 <p> |
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173 A simple echo server, using LuaSocket. The program binds to an ephemeral |
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174 port (one that is chosen by the operating system) on the local host and |
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175 awaits client connections on that port. When a connection is established, |
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176 the program reads a line from the remote end and sends it back, closing |
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177 the connection immediately. You can test it using the telnet |
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178 program. |
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179 </p> |
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180 |
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181 <pre class=example> |
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182 -- load namespace |
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183 local socket = require("socket") |
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184 -- create a TCP socket and bind it to the local host, at any port |
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185 local server = assert(socket.bind("*", 0)) |
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186 -- find out which port the OS chose for us |
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187 local ip, port = server:getsockname() |
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188 -- print a message informing what's up |
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189 print("Please telnet to localhost on port " .. port) |
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190 print("After connecting, you have 10s to enter a line to be echoed") |
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191 -- loop forever waiting for clients |
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192 while 1 do |
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193 -- wait for a connection from any client |
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194 local client = server:accept() |
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195 -- make sure we don't block waiting for this client's line |
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196 client:settimeout(10) |
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197 -- receive the line |
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198 local line, err = client:receive() |
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199 -- if there was no error, send it back to the client |
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200 if not err then client:send(line .. "\n") end |
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201 -- done with client, close the object |
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202 client:close() |
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203 end |
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204 </pre> |
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205 </blockquote> |
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206 |
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207 <!-- udp ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ --> |
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208 |
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209 <h3 id=udp>UDP</h3> |
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210 |
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211 <p> |
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212 UDP (User Datagram Protocol) is a non-reliable datagram protocol. In |
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213 other words, applications communicating through UDP send and receive |
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214 data as independent blocks, which are not guaranteed to reach the other |
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215 end. Even when they do reach the other end, they are not guaranteed to be |
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216 error free. Data transfers are atomic, one datagram at a time. Reading |
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217 only part of a datagram discards the rest, so that the following read |
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218 operation will act on the next datagram. The advantages are in |
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219 simplicity (no connection setup) and performance (no error checking or |
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220 error correction). |
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221 </p> |
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222 |
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223 <p> |
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224 Note that although no guarantees are made, these days |
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225 networks are so good that, under normal circumstances, few errors |
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226 happen in practice. |
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227 </p> |
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228 |
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229 <p> |
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230 An UDP socket object is created by the |
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231 <a href=udp.html#udp><tt>socket.udp</tt></a> function. UDP |
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232 sockets do not need to be connected before use. The method |
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233 <a href=udp.html#sendto><tt>sendto</tt></a> |
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234 can be used immediately after creation to |
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235 send a datagram to IP address and port. Host names are not allowed |
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236 because performing name resolution for each packet would be forbiddingly |
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237 slow. Methods |
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238 <a href=udp.html#receive><tt>receive</tt></a> and |
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239 <a href=udp.html#receivefrom><tt>receivefrom</tt></a> |
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240 can be used to retrieve datagrams, the latter returning the IP and port of |
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241 the sender as extra return values (thus being slightly less |
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242 efficient). |
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243 </p> |
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244 |
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245 <p> |
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246 When communication is performed repeatedly with a single peer, an |
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247 application should call the |
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248 <a href=udp.html#setpeername><tt>setpeername</tt></a> method to specify a |
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249 permanent partner. Methods |
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250 <a href=udp.html#sendto><tt>sendto</tt></a> and |
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251 <a href=udp.html#receivefrom><tt>receivefrom</tt></a> |
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252 can no longer be used, but the method |
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253 <a href=udp.html#send><tt>send</tt></a> can be used to send data |
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254 directly to the peer, and the method |
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255 <a href=udp.html#receive><tt>receive</tt></a> |
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256 will only return datagrams originating |
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257 from that peer. There is about 30% performance gain due to this practice. |
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258 </p> |
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259 |
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260 <p> |
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261 To associate an UDP socket with a local address, an application calls the |
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262 <a href=udp.html#setsockname><tt>setsockname</tt></a> |
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263 method <em>before</em> sending any datagrams. Otherwise, the socket is |
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264 automatically bound to an ephemeral address before the first data |
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265 transmission and once bound the local address cannot be changed. |
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266 The other methods available for UDP sockets are |
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267 <a href=udp.html#getpeername><tt>getpeername</tt></a>, |
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268 <a href=udp.html#getsockname><tt>getsockname</tt></a>, |
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269 <a href=udp.html#settimeout><tt>settimeout</tt></a>, |
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270 <a href=udp.html#setoption><tt>setoption</tt></a> and |
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271 <a href=udp.html#close><tt>close</tt></a>. |
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272 </p> |
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273 |
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274 <p> |
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275 Example: |
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276 </p> |
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277 <blockquote> |
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278 <p> |
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279 A simple daytime client, using LuaSocket. The program connects to a remote |
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280 server and tries to retrieve the daytime, printing the answer it got or an |
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281 error message. |
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282 </p> |
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283 |
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284 <pre class=example> |
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285 -- change here to the host an port you want to contact |
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286 local host, port = "localhost", 13 |
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287 -- load namespace |
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288 local socket = require("socket") |
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289 -- convert host name to ip address |
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290 local ip = assert(socket.dns.toip(host)) |
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291 -- create a new UDP object |
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292 local udp = assert(socket.udp()) |
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293 -- contact daytime host |
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294 assert(udp:sendto("anything", ip, port)) |
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295 -- retrieve the answer and print results |
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296 io.write(assert(udp:receive())) |
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297 </pre> |
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298 </blockquote> |
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299 |
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300 <!-- More +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ --> |
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301 |
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302 <h3 id=more>Support modules</h3> |
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303 |
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304 <p> Although not covered in the introduction, LuaSocket offers |
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305 much more than TCP and UDP functionality. As the library |
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306 evolved, support for <a href=http.html>HTTP</a>, <a href=ftp.html>FTP</a>, |
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307 and <a href=smtp.html>SMTP</a> were built on top of these. These modules |
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308 and many others are covered by the <a href=reference.html>reference manual</a>. |
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309 </p> |
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310 |
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311 <!-- footer +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ --> |
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312 |
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313 <div class=footer> |
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314 <hr> |
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315 <center> |
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316 <p class=bar> |
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317 <a href="home.html">home</a> · |
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318 <a href="home.html#down">download</a> · |
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319 <a href="installation.html">installation</a> · |
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320 <a href="introduction.html">introduction</a> · |
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321 <a href="reference.html">reference</a> |
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322 </p> |
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323 <p> |
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324 <small> |
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325 Last modified by Diego Nehab on <br> |
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326 Thu Apr 20 00:25:36 EDT 2006 |
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327 </small> |
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328 </p> |
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329 </center> |
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330 </div> |
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331 |
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332 </body> |
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333 </html> |