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\section{\module{asyncore} ---
Asynchronous socket handler}
\declaremodule{builtin}{asyncore}
\modulesynopsis{A base class for developing asynchronous socket
handling services.}
\moduleauthor{Sam Rushing}{rushing@nightmare.com}
\sectionauthor{Christopher Petrilli}{petrilli@amber.org}
\sectionauthor{Steve Holden}{sholden@holdenweb.com}
% Heavily adapted from original documentation by Sam Rushing.
This module provides the basic infrastructure for writing asynchronous
socket service clients and servers.
There are only two ways to have a program on a single processor do
``more than one thing at a time.'' Multi-threaded programming is the
simplest and most popular way to do it, but there is another very
different technique, that lets you have nearly all the advantages of
multi-threading, without actually using multiple threads. It's really
only practical if your program is largely I/O bound. If your program
is processor bound, then pre-emptive scheduled threads are probably what
you really need. Network servers are rarely processor bound, however.
If your operating system supports the \cfunction{select()} system call
in its I/O library (and nearly all do), then you can use it to juggle
multiple communication channels at once; doing other work while your
I/O is taking place in the ``background.'' Although this strategy can
seem strange and complex, especially at first, it is in many ways
easier to understand and control than multi-threaded programming.
The \module{asyncore} module solves many of the difficult problems for
you, making the task of building sophisticated high-performance
network servers and clients a snap. For ``conversational'' applications
and protocols the companion \refmodule{asynchat} module is invaluable.
The basic idea behind both modules is to create one or more network
\emph{channels}, instances of class \class{asyncore.dispatcher} and
\class{asynchat.async_chat}. Creating the channels adds them to a global
map, used by the \function{loop()} function if you do not provide it
with your own \var{map}.
Once the initial channel(s) is(are) created, calling the \function{loop()}
function activates channel service, which continues until the last
channel (including any that have been added to the map during asynchronous
service) is closed.
\begin{funcdesc}{loop}{\optional{timeout\optional{, use_poll\optional{,
map\optional{,count}}}}}
Enter a polling loop that terminates after count passes or all open
channels have been closed. All arguments are optional. The \var{count}
parameter defaults to None, resulting in the loop terminating only
when all channels have been closed. The \var{timeout} argument sets the
timeout parameter for the appropriate \function{select()} or
\function{poll()} call, measured in seconds; the default is 30 seconds.
The \var{use_poll} parameter, if true, indicates that \function{poll()}
should be used in preference to \function{select()} (the default is
\code{False}).
The \var{map} parameter is a dictionary whose items are
the channels to watch. As channels are closed they are deleted from their
map. If \var{map} is omitted, a global map is used.
Channels (instances of \class{asyncore.dispatcher}, \class{asynchat.async_chat}
and subclasses thereof) can freely be mixed in the map.
\end{funcdesc}
\begin{classdesc}{dispatcher}{}
The \class{dispatcher} class is a thin wrapper around a low-level socket object.
To make it more useful, it has a few methods for event-handling which are called
from the asynchronous loop.
Otherwise, it can be treated as a normal non-blocking socket object.
Two class attributes can be modified, to improve performance,
or possibly even to conserve memory.
\begin{datadesc}{ac_in_buffer_size}
The asynchronous input buffer size (default \code{4096}).
\end{datadesc}
\begin{datadesc}{ac_out_buffer_size}
The asynchronous output buffer size (default \code{4096}).
\end{datadesc}
The firing of low-level events at certain times or in certain connection
states tells the asynchronous loop that certain higher-level events have
taken place. For example, if we have asked for a socket to connect to
another host, we know that the connection has been made when the socket
becomes writable for the first time (at this point you know that you may
write to it with the expectation of success). The implied higher-level
events are:
\begin{tableii}{l|l}{code}{Event}{Description}
\lineii{handle_connect()}{Implied by the first write event}
\lineii{handle_close()}{Implied by a read event with no data available}
\lineii{handle_accept()}{Implied by a read event on a listening socket}
\end{tableii}
During asynchronous processing, each mapped channel's \method{readable()}
and \method{writable()} methods are used to determine whether the channel's
socket should be added to the list of channels \cfunction{select()}ed or
\cfunction{poll()}ed for read and write events.
\end{classdesc}
Thus, the set of channel events is larger than the basic socket events.
The full set of methods that can be overridden in your subclass follows:
\begin{methoddesc}{handle_read}{}
Called when the asynchronous loop detects that a \method{read()}
call on the channel's socket will succeed.
\end{methoddesc}
\begin{methoddesc}{handle_write}{}
Called when the asynchronous loop detects that a writable socket
can be written.
Often this method will implement the necessary buffering for
performance. For example:
\begin{verbatim}
def handle_write(self):
sent = self.send(self.buffer)
self.buffer = self.buffer[sent:]
\end{verbatim}
\end{methoddesc}
\begin{methoddesc}{handle_expt}{}
Called when there is out of band (OOB) data for a socket
connection. This will almost never happen, as OOB is
tenuously supported and rarely used.
\end{methoddesc}
\begin{methoddesc}{handle_connect}{}
Called when the active opener's socket actually makes a connection.
Might send a ``welcome'' banner, or initiate a protocol
negotiation with the remote endpoint, for example.
\end{methoddesc}
\begin{methoddesc}{handle_close}{}
Called when the socket is closed.
\end{methoddesc}
\begin{methoddesc}{handle_error}{}
Called when an exception is raised and not otherwise handled. The default
version prints a condensed traceback.
\end{methoddesc}
\begin{methoddesc}{handle_accept}{}
Called on listening channels (passive openers) when a
connection can be established with a new remote endpoint that
has issued a \method{connect()} call for the local endpoint.
\end{methoddesc}
\begin{methoddesc}{readable}{}
Called each time around the asynchronous loop to determine whether a
channel's socket should be added to the list on which read events can
occur. The default method simply returns \code{True},
indicating that by default, all channels will be interested in
read events.
\end{methoddesc}
\begin{methoddesc}{writable}{}
Called each time around the asynchronous loop to determine whether a
channel's socket should be added to the list on which write events can
occur. The default method simply returns \code{True},
indicating that by default, all channels will be interested in
write events.
\end{methoddesc}
In addition, each channel delegates or extends many of the socket methods.
Most of these are nearly identical to their socket partners.
\begin{methoddesc}{create_socket}{family, type}
This is identical to the creation of a normal socket, and
will use the same options for creation. Refer to the
\refmodule{socket} documentation for information on creating
sockets.
\end{methoddesc}
\begin{methoddesc}{connect}{address}
As with the normal socket object, \var{address} is a
tuple with the first element the host to connect to, and the
second the port number.
\end{methoddesc}
\begin{methoddesc}{send}{data}
Send \var{data} to the remote end-point of the socket.
\end{methoddesc}
\begin{methoddesc}{recv}{buffer_size}
Read at most \var{buffer_size} bytes from the socket's remote end-point.
An empty string implies that the channel has been closed from the other
end.
\end{methoddesc}
\begin{methoddesc}{listen}{backlog}
Listen for connections made to the socket. The \var{backlog}
argument specifies the maximum number of queued connections
and should be at least 1; the maximum value is
system-dependent (usually 5).
\end{methoddesc}
\begin{methoddesc}{bind}{address}
Bind the socket to \var{address}. The socket must not already be
bound. (The format of \var{address} depends on the address family
--- see above.) To mark the socket as re-usable (setting the
\constant{SO_REUSEADDR} option), call the \class{dispatcher}
object's \method{set_reuse_addr()} method.
\end{methoddesc}
\begin{methoddesc}{accept}{}
Accept a connection. The socket must be bound to an address
and listening for connections. The return value is a pair
\code{(\var{conn}, \var{address})} where \var{conn} is a
\emph{new} socket object usable to send and receive data on
the connection, and \var{address} is the address bound to the
socket on the other end of the connection.
\end{methoddesc}
\begin{methoddesc}{close}{}
Close the socket. All future operations on the socket object
will fail. The remote end-point will receive no more data (after
queued data is flushed). Sockets are automatically closed
when they are garbage-collected.
\end{methoddesc}
\subsection{asyncore Example basic HTTP client \label{asyncore-example}}
Here is a very basic HTTP client that uses the \class{dispatcher}
class to implement its socket handling:
\begin{verbatim}
import asyncore, socket
class http_client(asyncore.dispatcher):
def __init__(self, host, path):
asyncore.dispatcher.__init__(self)
self.create_socket(socket.AF_INET, socket.SOCK_STREAM)
self.connect( (host, 80) )
self.buffer = 'GET %s HTTP/1.0\r\n\r\n' % path
def handle_connect(self):
pass
def handle_close(self):
self.close()
def handle_read(self):
print self.recv(8192)
def writable(self):
return (len(self.buffer) > 0)
def handle_write(self):
sent = self.send(self.buffer)
self.buffer = self.buffer[sent:]
c = http_client('www.python.org', '/')
asyncore.loop()
\end{verbatim}
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