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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
<head>
    <title>Copas - Coroutine Oriented Portable Asynchronous Services for Lua</title>
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	<div id="product_logo"><a href="http://www.keplerproject.org">
		<img alt="Copas logo" src="copas.png"/>
	</a></div>
	<div id="product_name"><big><strong>Copas</strong></big></div>
	<div id="product_description">Coroutine Oriented Portable Asynchronous Services for Lua</div>
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<h1>Copas</h1>
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            <li><a href="manual.html#why">Why use Copas?</a></li>
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<div id="content">

<h2><a name="install"></a>Installing</h2>

<p>You can install Copas using <a href="http://www.luarocks.org">LuaRocks</a>:</p>

<pre class="example">
luarocks install copas
</pre>

<h2><a name="introduction"></a>Introduction to Copas</h2>

<p>
Copas is a dispatcher that can help a lot in the creation of servers based on
<a href="http://www.cs.princeton.edu/~diego/professional/luasocket/">LuaSocket</a>.
Here we present a quick introduction to Copas and how to implement a server with it.
</p>

<p>
Assuming you know how to implement the desired server protocol, the first thing you have
to do in order to create a Copas based server is create a server socket to receive the
client connections. To do this you have to bind a host and a port using LuaSocket:
</p>

<pre class="example">
server = socket.bind(host, port)
</pre>

<p>Then you have to create a handler function that implements the server protocol.
The handler function will be called with a socket for each client connection
and you can use <code>copas.send()</code> and <code>copas.receive()</code> on that socket to
exchange data with the client.</p>

<p>For example, a simple echo handler would be:</p>

<pre class="example">
function echoHandler(skt)
  while true do
    local data = copas.receive(skt)
    if data == "quit" then
      break
    end
    copas.send(skt, data)
  end
end
</pre>

<p>If all you will do with the socket is send and receive data, you may alternatively use
<code>copas.wrap()</code> to let your code more close to a standard LuaSocket use:</p>

<pre class="example">
function echoHandler(skt)
  skt = copas.wrap(skt)
  while true do
    local data = skt:receive()
    if data == "quit" then
      break
    end
    skt:send(data)
  end
end
</pre>

<p>
To register the server socket with Copas and associate it with the corresponding
handler we do:
</p>

<pre class="example">
copas.addserver(server, echoHandler)
</pre>

<p>Finally, to start Copas and all the registered servers we just call:</p>

<pre class="example">
copas.loop()
</pre>

<p>As long as every handler uses Copas's <code>send</code> and <code>receive</code>,
simultaneous connections will be handled transparently by Copas for every registered
server.</p>

<p>
Since Copas is coroutine based, using it within a Lua <code>pcall</code> or
<code>xpcall</code> context does not work with Lua 5.1 yielding. If you need to use 
any of those functions in your handler we strongly suggest using  
<a href="http://coxpcall.luaforge.net/">coxpcall</a>, a coroutine safe
version of the Lua 5.1 protected calls. For an example of this usage please check Xavante.
</p>

<h2><a name="why"></a>Why use Copas?</h2>

<p>
For those who already have a server implemented, here is an explanation of why and
how to migrate to Copas. In a typical LuaSocket server usually there is a dispatcher
loop like the one below:
</p>

<pre class="example">
server = socket.bind(host, port)
while true do
  skt = server:accept()
  handle(skt)
end
</pre>

<p>Here <code>handle</code> is a function that implements the server protocol using LuaSocket's
socket functions:</p>

<pre class="example">
function handle(skt)
  ...
  -- gets some data from the client - "the request"
  reqdata = skt:receive(pattern)
  ...
  -- sends some data to the client - "the response"
  skt:send(respdata)
  ...
end
</pre>

<p>
The problem with that approach is that the dispatcher loop is doing a busy wait
and can handle just one connection at a time. To solve the busy waiting we can
use LuaSocket's <code>socket.select()</code>, like in:</p>

<pre class="example">
server = socket.bind(host, port)
reading = {server}
while true do
  input = socket.select(reading)
  skt = input:accept()
  handle(skt)
end
</pre>

<p>
While this helps our CPU usage, the server is still accepting only one client
connection at a time. To handle more than one client the server must be able to
multitask, and the solution usually involves some kind of threads.</p>
<p>The dispatcher loop then becomes something like:</p>

<pre class="example">
server = socket.bind(host, port)
reading = {server}
while true do
  input = socket.select(reading)
  skt = input:accept()
  newthread(handle(skt))
end
</pre>

<p>
where <code>newthread</code> is able to create a new thread that executes
independently the handler function.</p>

<p>
The use of threads in the new loop solves the multitasking problem but may
create another. Some platforms does not offer multithreading or maybe you
don't want to use threads at all.
</p>

<p>
If that is the case, using Lua's coroutines may help a lot, and that's
exactly what Copas does. Copas implements the dispatcher loop using coroutines
so the handlers can multitask without the use of threads.</p>

<h2><a name="using"></a>Using Copas with an existing server</h2>

<p>
If you already have a running server using some dispatcher like the previous
example, migrating to Copas is quite simple, usually consisting of just three
steps.
</p>

<p>
First each server socket and its corresponding handler function have to be registered
with Copas:</p>

<pre class="example">
server = socket.bind(host, port)
copas.addserver(server, handle)
</pre>

<p>Secondly the server handler has to be adapted to use Copas. One solution
is to use Copas <code>send</code> and <code>receive</code> functions to receive
and send data to the client:</p>

<pre class="example">
function handle(skt)
  ...
  -- gets some data from the client - "the request"
  reqdata = copas.receive(skt, pattern)
  ...
  -- sends some data to the client - "the response"
  copas.send(skt, respdata)
   ...
end
</pre>

<p>The other alternative is to wrap the socket in a Copas socket. This
allows your handler code to remain basically the same:</p>

<pre class="example">
function handle(skt)
  -- this line may suffice for your handler to work with Copas
  skt = copas.wrap(skt)
  -- now skt behaves like a LuaSocket socket but uses Copas'
  ...
  -- gets some data from the client - "the request"
  reqdata = skt:receive(pattern)
  ...
  -- sends some data to the client - "the response"
  skt:send(respdata)
   ...
end
</pre>

<p>Finally, to run the dispatcher infinite loop you just call:</p>

<pre class="example">
copas.loop()
</pre>

<p>During the loop Copas' dispatcher accepts connections from clients and
automatically calls the corresponding handler functions.</p>

<h2><a name="control"></a>Controlling Copas</h2>

<p>
If you do not want copas to simply enter an infinite loop (maybe you have to
respond to events from other sources, such as an user interface), you should
have your own loop and just call <code>copas.step()</code> at each iteration of
the loop:
</p>

<pre class="example">
while condition do
  copas.step()
  -- processing for other events from your system here
end
</pre>



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