Persistent socket in Lua in parallel with other Lua code - sockets

I am implementing sockets in Lua, and the example code I'm working from uses the following method to keep the connection alive:
while true do
-- handle socket traffic here
socket.sleep(1)
end
The loop obviously prevents the rest of the project code to be run, but if I exit the loop the socket server immediately says that the connection was closed.
So how do I keep the socket open simultaneously as the rest of my Lua code runs as normal? (Is there some sort of background job support? Can coroutines be used for this purpose?)

I used Lua Lanes to start a thread that is doing the socket i/o and running in the background as you stated.
http://kotisivu.dnainternet.net/askok/bin/lanes/
Take a look at this answer, which gives info on using Lua Lanes and sockets.
LuaLanes and LuaSockets
The Dual-Threaded Polling solution provided there is probably the most viable, but, there's information about coroutines there also.

(Your question is similar to this question (and I have appropriately flagged it as a duplicate), but here's a copy of my answer for your convenience!)
There are a various ways of handling this issue; which one you will select depends on how much work you want to do.*
But first, you should clarify (to yourself) whether you are dealing with UDP or TCP; there is no "underlying TCP stack" for UDP sockets. Also, UDP is the wrong protocol to use for sending whole data such as a text, or a photo; it is an unreliable protocol so you aren't guaranteed to receive every packet, unless you're using a managed socket library (such as ENet).
Lua51/LuaJIT + LuaSocket
Polling is the only method.
Blocking: call socket.select with no time argument and wait for the socket to be readable.
Non-blocking: call socket.select with a timeout argument of 0, and use sock:settimeout(0) on the socket you're reading from.
Then simply call these repeatedly.
I would suggest using a coroutine scheduler for the non-blocking version, to allow other parts of the program to continue executing without causing too much delay.
Lua51/LuaJIT + LuaSocket + Lua Lanes (Recommended)
Same as the above method, but the socket exists in another lane (a lightweight Lua state in another thread) made using Lua Lanes (latest source). This allows you to instantly read the data from the socket and into a buffer. Then, you use a linda to send the data to the main thread for processing.
This is probably the best solution to your problem.
I've made a simple example of this, available here. It relies on Lua Lanes 3.4.0 (GitHub repo) and a patched LuaSocket 2.0.2 (source, patch, blog post re' patch)
The results are promising, though you should definitely refactor my example code if you derive from it.
LuaJIT + OS-specific sockets
If you're a little masochistic, you can try implementing a socket library from scratch. LuaJIT's FFI library makes this possible from pure Lua. Lua Lanes would be useful for this as well.
For Windows, I suggest taking a look at William Adam's blog. He's had some very interesting adventures with LuaJIT and Windows development. As for Linux and the rest, look at tutorials for C or the source of LuaSocket and translate them to LuaJIT FFI operations.
(LuaJIT supports callbacks if the API requires it; however, there is a signficant performance cost compared to polling from Lua to C.)
LuaJIT + ENet
ENet is a great library. It provides the perfect mix between TCP and UDP: reliable when desired, unreliable otherwise. It also abstracts operating system specific details, much like LuaSocket does. You can use the Lua API to bind it, or directly access it via LuaJIT's FFI (recommended).
* Pun unintentional.

The other answers are nice, but kind of miss the most important point here:
There is rarely a need nowadays to use threads when dealing with sockets
Why? Because multiple sockets are so common, that the OSes (most notably *ix systems) implemented the "multiple poll" in the form of epoll function.
All high-performance networking libraries such as ZeroMQ keep only a few threads, and operate inside them. That lower the memory requirements, but doesn't sacrifice speed.
So my suggestion would be to hook up to OS libraries directly, which is really easy in Lua. You don't have to write the code yourself - quick google search brought me this epoll wrapper [1] You can then still use coroutines to read only from sockets that actually have some data.
You might also want to take a look at ZeroMQ library itself.
[1]Neopallium created Lua bindings for ZMQ, so I think it's legit.

You can indeed use coroutines for that purpose. This is what the popular library Copas does.
Depending on your use case you can use Copas or look at its source code to see how it does it. You may also look at lua-websockets which uses Copas.

Related

Does VSCode use blocking communication with LSP

I'm playing around Language Server Protocol. After playing around for sometime I can see two way to communicate with the Language server, which is blocking sockets and non-blocking sockets.
By blocking socket I mean sending request and block until response. This is easy but It will block the UI once I use it in GUI application. Another one is using async/non-blocking sockets. This is a bit complex and might require some callback/event mechanism.
Now my question is which way does VSCode use to communicate with LSP?
The node language server implementation used by many extensions uses non-blocking communications. You can find the implementation here. It uses nodejs streams and the net module

Share socket between processes in Perl (without fork)?

Is there a mechanism in Perl to share a socket between two separate processes-- without forking or threading in Linux?
I would assume no, but this answer leaves me to believe it is possible: https://stackoverflow.com/a/1139425/1170839
I would like to create a listening socket on one process, and allow another process to accept/read/write on it.
On many UNIXy systems, as the link you posted indicates, file descriptors may be passed over local domain sockets. For example, a privileged process can open/prepare an fd and then send it to an unprivileged process for use.
Socket::MsgHdr exposes this functionality for perl, and includes examples of file descriptor passing.
The way to go is to use POE. POE makes multithreading in perl ridiculously easy and is designed for just this. POE is a CPAN framework for event driven multithreaded applications. Hands down, the easiest and best way to do this in Perl is POE. There's no reason to reinvent this when it's all been done before and is so well tested.
See:
http://poe.perl.org/?Evolution_of_a_POE_Server and
http://poe.perl.org/?POE_Cookbook/TCP_Servers

Is it possible to use pipes with iPhone berkley sockets?

Right now i'm writing an iPhone app that will interact with a network, and i plan to use a non-blocking berkley sockets so i can a full control about connect(), accept() and recv() timings. The one queston i'm not sure yet is how to correctly shut down lenghly connect() and recv() opertions (that can be minutes long). In UNIX, this is done by creating a pipe and using it, alongside with sockets, in select() request. Writing something in a pipe will immediately abort select() so i can check for shutdown etc. But is it possible to use pipes on iPhone and is it possible to use them with select()? Any insight or comment is welcomed.
Yes this is totally possible. The iPhone basically runs the same OS as OS X and has most if not all the standard facilities like sockets and pipes.
If you are familiar with those, then use them.
An alternative would be the CFNetwork API, specifically CFSocket. These integrate a little better in an iOS app and also provide nice asynchronous socket operations. You can use CFTimer next to your sockets to keep an eye on timeouts and then cancel socket operations that take too long.

Creating a Delay in lua

I'm making a IRC client using LUA. I'm using the the libraries that came with "Lua for Windows ". So I'm using luasocket for the comms and IUP for the UI bits.
The problem I'm having is that I'm getting stuck in a loop when I read the IO. I tried the timer in IUP but that didn't seem to work.
I'm was looking for a way to delay the IO read loop.
I set the time out for the reads to 0 and that worked.
You are probably making a blocking read on a TCP socket inside the GUI thread. That will lock up your whole application if you do not receive the expected data in a timely manner. Either perform the socket I/O in a separate thread (see Lua Lanes) or use non-blocking I/O (see settimeout).
The Kepler Project is a great resource for guidance on networking applications with Lua, but it is focused on web applications versus an IRC client. For example, the Copas library uses Lua coroutines to handle multiple TCP connections.
Now if you really just wanted to know how to create a delay in Lua, then the Sleep Function article in the lua-users wiki should provide all the information you need.

Is there any benefit to using windows winsock API functions compared to BSD-style socket functions?

Is there any benefit on Windows to use the WSA winsock functions compared to the BSD-style ones?
The most significant difference is the availability of Asynchronous Event style APIs in Winsock.
With Berkeley sockets, each time you read or write your application will "block" until the network is ready, which could make your application unresponsive (unless the network I/O is handled in a different thread).
With an async interface, you can arrange for a callback function to be called as part of the normal windows message loop each time data is received or when the transmit buffer is empty.
Only if you plan to deploy to a legacy platform like Windows 95 or there is something in the winsock API that you absolutely cannot live without and you don't want to roll yourself (<-- doubtful tho).
If you design around the BSD paradigm, your code can work on other platforms with less porting work. If you assume that your network library will support asynchronous I/O (as Alnitak mentions), you're going to have to do a lot more work if that gets pulled out from under you.
Of course, if you're sure you'll never leave the warm bosom of Microsoft, feel free to go to town.
With respect to Alnitak's answer, I agree - I'd just add that you need not use a message loop to use asynch operations on sockets. Using I/O completion ports is a very scalable way to build a high-performance networked application.