luaevent/test/testClient.lua

Mon, 11 Jun 2007 01:08:59 +0000

author
Thomas Harning Jr <harningt@gmail.com>
date
Mon, 11 Jun 2007 01:08:59 +0000
changeset 2
01b3a96ae760
parent 0
f2e807614be9
child 10
88ce07d62597
permissions
-rw-r--r--

* Completed mostly working version
* Moved to a mode where addevent calls a callback rather than
it being instantiated within.
* If the callback returns -1, then no event is ever setup
* Otherwise the integer value is used to setup the event
* This allows for using coroutine.wrap rather than a cooked-up wrapper
* Tests work, although there are a few remaining issues:
* Need to figure a good way of preserving the event object,
not sure if current method is good enough, since the socket
is the only anchor, and it is only held inside the coro..
circular reference, something that Lua 'handles' well.
* Doing more than the maximum sockets the process is allows
causes strangeness to occur in libevent.. somehow
it is getting around to epoll_add which is causing valgrind
to barf.

require"luaevent"
require"socket"
local function setupHook(thread)
	if not thread then debug.sethook(function(event) print("TRACE >: ", debug.getinfo(2, 'n').name) end, 'c')
	else debug.sethook(thread, function(event) print("TRACE ", thread,">: ", debug.getinfo(2, 'n').name) end, 'c') end
end

local function func(sock)
	sock = luaevent.wrap(sock)
	assert(sock:connect("localhost", 20000))
	for i = 1, 10 do
		for z = 1, 100 do
			assert(sock:send("Greet me  "))
		end
		assert(sock:receive(10 * 100))
	end
end
for i = 1, 1020 do
	local sock = assert(socket.tcp())
	luaevent.addthread(sock, func, sock)
end
luaevent.loop()

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