I have a problem using latest Copas in Lua 5.2.
I wrote a simple script (see below) which creates two server sockets: "RX" and "TX".
"RX" listens for messages from connected clients, "TX" transmits those messages to clients connected to "TX".
The problem is: In the beginning, after server start-up, everything works fine. But after a certain amount of messages, the "TX" server loop is not executed anymore, no more messages are transmitted.
There is no error message, nothing. It just stops working.
Am I using Copas wrong? What is the problem?
This is the (simplified) code:
local copas = require("copas")
local socket = require("socket")
local pl_class = require("pl.class")
-- Connection between a server and a client
pl_class.ClientConnection()
function ClientConnection:_init(connectionName, socketToClient)
self.connectionName = connectionName
self.socketToClient = socketToClient
self.queueMessagesToSend = {}
end
function ClientConnection:popMessageToSend()
return table.remove(self.queueMessagesToSend, 1);
end
function ClientConnection:pushMessageToSend(theMessage)
table.insert(self.queueMessagesToSend, theMessage)
end
-- Server base class
pl_class.Server()
function Server:_init(serverName, serverPort)
self.serverName = serverName
self.serverPort = serverPort
self.connectedClients = {}
end
function Server:initServing()
local server = socket.bind("*", self.serverPort)
print("[" .. self.serverName .. "] Waiting for client connections on port " .. self.serverPort .. "...")
copas.addserver(server, function(c) return self.connectionHandler(copas.wrap(c), c:getpeername()) end )
end
-- Class for send-only servers
pl_class.ServerSendOnly(Server)
function ServerSendOnly:_init(serverName, serverPort)
self:super(serverName, serverPort)
self.connectionHandler = function (socketToClient, clientHost, clientPort)
local connObject = ClientConnection(clientHost..":"..tostring(clientPort), socketToClient)
self.connectedClients[connObject.connectionName] = connObject
while true do
local currMessage = connObject:popMessageToSend()
if currMessage then
copas.send(connObject.socketToClient, currMessage)
end
copas.sleep(0.01)
end
self.connectedClients[connObject.connectionName] = nil
end
end
function ServerSendOnly:broadcastMessage(currMessage)
for connName,connObject in pairs(self.connectedClients) do
connObject:pushMessageToSend(currMessage .. "\r\n")
end
end
-- Class for receive-only servers
pl_class.ServerReceiveOnly(Server)
function ServerReceiveOnly:_init(serverName, serverPort)
self:super(serverName, serverPort)
self.queueMessagesReceived = {}
self.connectionHandler = function (socketToClient, clientHost, clientPort)
local connObject = ClientConnection(clientHost..":"..tostring(clientPort), socketToClient)
self.connectedClients[connObject.connectionName] = connObject
while true do
local currDataReceived = copas.receive(connObject.socketToClient)
if currDataReceived ~= nil then
local currInfo = {client=connObject.connectionName, data=currDataReceived}
table.insert(self.queueMessagesReceived, currInfo)
end
end
self.connectedClients[connObject.connectionName] = nil
end
end
function ServerReceiveOnly:popMessageReceived()
return table.remove(self.queueMessagesReceived, 1);
end
-- Setup servers
local serverSend = ServerSendOnly("ServerTX", 2345)
local serverReceive = ServerReceiveOnly("ServerRX", 1234)
serverSend:initServing()
serverReceive:initServing()
-- Main loop: Pass messages which arrived at the RX server to the clients
-- connected to the TX servers ("RX" and "TX" are used from the server's POV)
while true do
copas.step()
local currMessage = serverReceive:popMessageReceived()
if currMessage then
print("[" .. serverReceive.serverName .. "] MESSAGE RECEIVED FROM '" .. currMessage.client .."': " .. currMessage.data)
serverSend:broadcastMessage(currMessage.data)
end
end
Related
So I tried sending an email using the luasocket smtp function with ssl but for some reason I get this error /usr/local/share/lua/5.1/socket/smtp.lua:80: attempt to call field 'b64' (a nil value) I have all the libraries downloaded and I don't know why it doesn't work.
This is my code
local smtp = require("socket.smtp")
local ssl = require('ssl')
local https = require 'ssl.https'
local mime = require("mime")
function sslCreate()
local sock = socket.tcp()
return setmetatable({
connect = function(_, host, port)
local r, e = sock:connect(host, port)
if not r then return r, e end
sock = ssl.wrap(sock, {mode='client', protocol='tlsv1'})
return sock:dohandshake()
end
}, {
__index = function(t,n)
return function(_, ...)
return sock[n](sock, ...)
end
end
})
end
local k, e = smtp.send{
from = "[REDACTED]",
rcpt = self.params.email,
user = "[REDACTED]",
password = "[REDACTED]",
port = 465,
server = "smtp.gmail.com",
source = smtp.message(message),
create = sslCreate
}
if not k then
print(e)
end
The code on line 80 calls mime.b64() function, with mime being the result of require "mime" call (where mime module comes from the luasocket library). Unless there is something wrong with the mime module itself (and if it came from the correct source and was properly installed, there shouldn't be), it's most likely caused by mime.lua file available somewhere in package.path, so it gets loaded instead of the actual module.
If you want to troubleshoot it further, just review the result of require "mime" in the debugger or use package.searchpath("mime", package.path) to see what is being picked up (searchpath); you may also need to try it with package.cpath.
How would you send an email using Lua?
The team I'm working with have a mail server, is that of any relevance?
Here is the code I'm using:
function send_email (email_to, email_subject, email_message)
local SMTP_SERVER = "mail.server.com"
local SMTP_AUTH_USER = "mail#domain.com"
local SMTP_AUTH_PW = "password"
local SMTP_PORT = "587"
local USER_SENDING = "mail#domain.com"
local smtp = require("socket.smtp")
local rcpt = {email_to}
local mesgt = {
headers = {
to = email_to,
from = USER_SENDING,
subject = email_subject
},
body = email_message
}
local r, e = smtp.send{
from = USER_SENDING,
rcpt = rcpt,
source = smtp.message(mesgt),
server = SMTP_SERVER,
port = SMTP_PORT,
user = SMTP_AUTH_USER,
password = SMTP_AUTH_PW
}
end
Using the LuaSocket SMTP API.
Your example looks correct, double check the SMTP settings and log the results:
local r, e = smtp.send{
from = USER_SENDING,
rcpt = rcpt,
source = smtp.message(mesgt),
server = SMTP_SERVER,
port = SMTP_PORT,
user = SMTP_AUTH_USER,
password = SMTP_AUTH_PW
}
-- Log SMTP results and potential errors
print(r, e)
Also, ensure that you're properly chaining your SMTP message using the LTN12 module API when it is multipart:
body = ltn12.source.chain(
ltn12.source.file(io.open("image.png", "rb")),
ltn12.filter.chain(
mime.encode("base64"),
mime.wrap()
)
)
Or the Mime module API for the EOL:
body = mime.eol(0, [[
Lines in a message body should always end with CRLF.
The smtp module will *NOT* perform translation. However, the
send function *DOES* perform SMTP stuffing, whereas the message
function does *NOT*.
]])
There is a much more verbose example of this in the LuaSocket SMTP API documentation.
I have been trying to send an email using the code described in the post:
lua send mail with gmail account
The code by Michal Kottman is repeated below:
-- Michal Kottman, 2011, public domain
local socket = require 'socket'
local smtp = require 'socket.smtp'
local ssl = require 'ssl'
local https = require 'ssl.https'
local ltn12 = require 'ltn12'
function sslCreate()
local sock = socket.tcp()
return setmetatable({
connect = function(_, host, port)
local r, e = sock:connect(host, port)
if not r then return r, e end
sock = ssl.wrap(sock, {mode='client', protocol='tlsv1'})
return sock:dohandshake()
end
}, {
__index = function(t,n)
return function(_, ...)
return sock[n](sock, ...)
end
end
})
end
function sendMessage(subject, body)
local msg = {
headers = {
to = 'Your Target <target email>',
subject = subject
},
body = body
}
local ok, err = smtp.send {
from = '<your email>',
rcpt = '<target email>',
source = smtp.message(msg),
user = 'username',
password = 'password',
server = 'smtp.gmail.com',
port = 465,
create = sslCreate
}
if not ok then
print("Mail send failed", err) -- better error handling required
end
end
The code works good if I send something from gmail. But when I use godaddy smtp server which is smtpout.secureserver.net (same port) it fails to send the message. I just get error code 550.
Please can anyone help me figure out how to make this work.
Thanks.
It worked thanks to this post:
Trying to send email to Google through in Python, email being denied
I just changed the code to add the from field in the headers table like this:
-- Michal Kottman, 2011, public domain
local socket = require 'socket'
local smtp = require 'socket.smtp'
local ssl = require 'ssl'
local https = require 'ssl.https'
local ltn12 = require 'ltn12'
function sslCreate()
local sock = socket.tcp()
return setmetatable({
connect = function(_, host, port)
local r, e = sock:connect(host, port)
if not r then return r, e end
sock = ssl.wrap(sock, {mode='client', protocol='tlsv1'})
return sock:dohandshake()
end
}, {
__index = function(t,n)
return function(_, ...)
return sock[n](sock, ...)
end
end
})
end
function sendMessage(subject, body)
local msg = {
headers = {
from = "<your email>",
to = 'Your Target <target email>',
subject = subject
},
body = body
}
local ok, err = smtp.send {
from = '<your email>',
rcpt = '<target email>',
source = smtp.message(msg),
user = 'username',
password = 'password',
server = 'smtp.gmail.com',
port = 465,
create = sslCreate
}
if not ok then
print("Mail send failed", err) -- better error handling required
end
end
I want to create a chat program between two machines. I am using machine one which has the IP address 192.168.0.5, I can successfully send a message to machine two 192.168.0.2, and then send a message in response from machine two, to machine 1.
However I encountered a problem on the second send attempt from either machine, (noticing that before sending the second time I wait for a response from the initial send) claiming that the IP address is already in use or connection is refused, how can this be changed so that a defined number of choices can be sent?
I appreciate that the following code is not the most efficient way of sending and receiving multiple messages, that would be some description of for loop. For example for sendAndRecieve in range(0,5).
The two machines are linked using ethernet cables running through a switch and the code is run simultaneously.
Machine 1 code:
#Sending first message
host = "192.168.0.5"
port = 4446
from socket import *
s = socket(AF_INET, SOCK_STREAM)
s.bind((host,port))
s.listen(1)
print("listening")
q,addr = s.accept(1024)
data = "This is the first message I am sending"
data = data.encode("utf-8")
q.send(data)
s.close
#Recieving response message 1
while True:
try:
host = "192.168.0.2"
port = 4446
from socket import*
s = socket(AF_INET, SOCK_STREAM)
s.connect((host,port))
msg = s.recv(1024)
msg = msg.decode("utf-8")
print(msg)
s.close()
except:
pass
#Sending second message this is where the problem happens
host = "192.168.0.5"
port = 4446
from socket import *
s = socket(AF_INET, SOCK_STREAM)
s.bind((host,port))
s.listen(1)
print("listening")
q,addr = s.accept(1024)
data = "This is the first message I am sending"
data = data.encode("utf-8")
q.send(data)
s.close
Machine 2 code:
#Recieving message 1
while True:
try:
host = "192.168.0.5"
port = 4446
from socket import*
s = socket(AF_INET, SOCK_STREAM)
s.connect((host,port))
msg = s.recv(1024)
msg = msg.decode("utf-8")
print(msg)
s.close()
except:
pass
#Sending first message
host = "192.168.0.2"
port = 4446
from socket import *
s = socket(AF_INET, SOCK_STREAM)
s.bind((host,port))
s.listen(1)
print("listening")
q,addr = s.accept(1024)
data = "This is the first message I am sending"
data = data.encode("utf-8")
q.send(data)
s.close
#Recieving response message 1 this is where the problem happens
while True:
try:
host = "192.168.0.25"
port = 4446
from socket import*
s = socket(AF_INET, SOCK_STREAM)
s.connect((host,port))
msg = s.recv(1024)
msg = msg.decode("utf-8")
print(msg)
s.close()
except:
pass
Reading through your code, I don't see how Machine 2's while loop will ever stop trying to receive data from Machine 1 (there's no break in the loop other than if an error is encountered). Machine 1 does continue on after Machine 2 connects the first time, but then tries to connect to Machine 2 while Machine 2 is trying to connect to Machine 1. That's probably the cause of the error that you're seeing, and why you only see the first message sent/received.
So I am working on an iPhone app that requires a socket to handle multiple clients for online gaming. I have tried Twisted, and with much effort, I have failed to get a bunch of info to be sent at once, which is why I am now going to attempt socket.
My question is, using the code below, how would you be able to have multiple clients connected? I've tried lists, but I just can't figure out the format for that. How can this be accomplished where multiple clients are connected at once and I am able to send a message to a specific client?
Thank you!
#!/usr/bin/python # This is server.py file
import socket # Import socket module
s = socket.socket() # Create a socket object
host = socket.gethostname() # Get local machine name
port = 50000 # Reserve a port for your service.
print 'Server started!'
print 'Waiting for clients...'
s.bind((host, port)) # Bind to the port
s.listen(5) # Now wait for client connection.
c, addr = s.accept() # Establish connection with client.
print 'Got connection from', addr
while True:
msg = c.recv(1024)
print addr, ' >> ', msg
msg = raw_input('SERVER >> ')
c.send(msg);
#c.close() # Close the connection
Based on your question:
My question is, using the code below, how would you be able to have multiple clients connected? I've tried lists, but I just can't figure out the format for that. How can this be accomplished where multiple clients are connected at once and I am able to send a message to a specific client?
Using the code you gave, you can do this:
#!/usr/bin/python # This is server.py file
import socket # Import socket module
import thread
def on_new_client(clientsocket,addr):
while True:
msg = clientsocket.recv(1024)
#do some checks and if msg == someWeirdSignal: break:
print addr, ' >> ', msg
msg = raw_input('SERVER >> ')
#Maybe some code to compute the last digit of PI, play game or anything else can go here and when you are done.
clientsocket.send(msg)
clientsocket.close()
s = socket.socket() # Create a socket object
host = socket.gethostname() # Get local machine name
port = 50000 # Reserve a port for your service.
print 'Server started!'
print 'Waiting for clients...'
s.bind((host, port)) # Bind to the port
s.listen(5) # Now wait for client connection.
print 'Got connection from', addr
while True:
c, addr = s.accept() # Establish connection with client.
thread.start_new_thread(on_new_client,(c,addr))
#Note it's (addr,) not (addr) because second parameter is a tuple
#Edit: (c,addr)
#that's how you pass arguments to functions when creating new threads using thread module.
s.close()
As Eli Bendersky mentioned, you can use processes instead of threads, you can also check python threading module or other async sockets framework. Note: checks are left for you to implement how you want and this is just a basic framework.
accept can continuously provide new client connections. However, note that it, and other socket calls are usually blocking. Therefore you have a few options at this point:
Open new threads to handle clients, while the main thread goes back to accepting new clients
As above but with processes, instead of threads
Use asynchronous socket frameworks like Twisted, or a plethora of others
Here is the example from the SocketServer documentation which would make an excellent starting point
import SocketServer
class MyTCPHandler(SocketServer.BaseRequestHandler):
"""
The RequestHandler class for our server.
It is instantiated once per connection to the server, and must
override the handle() method to implement communication to the
client.
"""
def handle(self):
# self.request is the TCP socket connected to the client
self.data = self.request.recv(1024).strip()
print "{} wrote:".format(self.client_address[0])
print self.data
# just send back the same data, but upper-cased
self.request.sendall(self.data.upper())
if __name__ == "__main__":
HOST, PORT = "localhost", 9999
# Create the server, binding to localhost on port 9999
server = SocketServer.TCPServer((HOST, PORT), MyTCPHandler)
# Activate the server; this will keep running until you
# interrupt the program with Ctrl-C
server.serve_forever()
Try it from a terminal like this
$ telnet localhost 9999
Trying 127.0.0.1...
Connected to localhost.
Escape character is '^]'.
Hello
HELLOConnection closed by foreign host.
$ telnet localhost 9999
Trying 127.0.0.1...
Connected to localhost.
Escape character is '^]'.
Sausage
SAUSAGEConnection closed by foreign host.
You'll probably need to use A Forking or Threading Mixin too
This program will open 26 sockets where you would be able to connect a lot of TCP clients to it.
#!usr/bin/python
from thread import *
import socket
import sys
def clientthread(conn):
buffer=""
while True:
data = conn.recv(8192)
buffer+=data
print buffer
#conn.sendall(reply)
conn.close()
def main():
try:
host = '192.168.1.3'
port = 6666
tot_socket = 26
list_sock = []
for i in range(tot_socket):
s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
s.setsockopt(socket.SOL_SOCKET,socket.SO_REUSEADDR,1)
s.bind((host, port+i))
s.listen(10)
list_sock.append(s)
print "[*] Server listening on %s %d" %(host, (port+i))
while 1:
for j in range(len(list_sock)):
conn, addr = list_sock[j].accept()
print '[*] Connected with ' + addr[0] + ':' + str(addr[1])
start_new_thread(clientthread ,(conn,))
s.close()
except KeyboardInterrupt as msg:
sys.exit(0)
if __name__ == "__main__":
main()
def get_clients():
first_run = True
startMainMenu = False
while True:
if first_run:
global done
done = False
Thread(target=animate, args=("Waiting For Connection",)).start()
Client, address = objSocket.accept()
global menuIsOn
if menuIsOn:
menuIsOn = False # will stop main menu
startMainMenu = True
done = True
# Get Current Directory in Client Machine
current_client_directory = Client.recv(1024).decode("utf-8", errors="ignore")
# beep on connection
beep()
print(f"{bcolors.OKBLUE}\n***** Incoming Connection *****{bcolors.OKGREEN}")
print('* Connected to: ' + address[0] + ':' + str(address[1]))
try:
get_client_info(Client, first_run)
except Exception as e:
print("Error data received is not a json!")
print(e)
now = datetime.now()
current_time = now.strftime("%D %H:%M:%S")
print("* Current Time =", current_time)
print("* Current Folder in Client: " + current_client_directory + bcolors.WARNING)
connections.append(Client)
addresses.append(address)
if first_run:
Thread(target=threaded_main_menu, daemon=True).start()
first_run = False
else:
print(f"{bcolors.OKBLUE}* Hit Enter To Continue.{bcolors.WARNING}\n#>", end="")
if startMainMenu == True:
Thread(target=threaded_main_menu, daemon=True).start()
startMainMenu = False
#!/usr/bin/python
import sys
import os
import socket
s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
port = 50000
try:
s.bind((socket.gethostname() , port))
except socket.error as msg:
print(str(msg))
s.listen(10)
conn, addr = s.accept()
print 'Got connection from'+addr[0]+':'+str(addr[1]))
while 1:
msg = s.recv(1024)
print +addr[0]+, ' >> ', msg
msg = raw_input('SERVER >>'),host
s.send(msg)
s.close()