[Date Prev][Date Next][Thread Prev][Thread Next]
[Date Index]
[Thread Index]
- Subject: LuaSocket wish list
- From: Diego Nehab <diego@...>
- Date: Wed, 1 Aug 2001 04:19:19 -0300 (EST)
Hi all,
Someone asked for a thread-safe version of LuaSocket (I confess I
haven't built Lua-4.1a yet), so I decided to send the status of what we
should have for the next version (i.e. my wish list).
The current version should work fine with threads as long as they don't
fiddle with the same socket at the same time. Next version won't have
this limitation (although I see no use for concurrent access to the same
socket...). The point is, the current code might crash due to a racing
condition somewhere in the receive buffer code, next version won't.
My efforts are concentrated on the Lua code, though. The HTTP, SMTP and
FTP code have been reformulated to conform to LTN 7 (Modules &
Packages). I might add persistent connection support where possible (for
performance reasons). SMTP already has it hidden, HTTP is (now) ready
for it. I will se what I can do for FTP.
Yes, the new version will break compatibility with the current API, but
with added functionality. I will try to provide a compatibility layer
along with the sample code. The changes are not many. Mostly naming and
parameter passing (the prototypes did not fit one line and that was
killing me :-).
There is also a new module for URL parsing and composition (nasty rules)
and I might include partial MIME support (as an evolution of the
code.lua module). That might require some C code, and might result in an
independent library (after all, it has nothing to do with sockets).
If anyone has any suggestions, bug-reports etc please send them directly
to me as usual (preferably before I get to compile Lua-4.1a and release
the next LuaSocket version :-).
Regards,
Diego Nehab.
PS: Game-programmers out there: has anyone of you tried implementing
game networking code using LuaSocket? and failed? Why? I'd like to learn
more about it. Are there any accepted standards?