• 为lua添加简单的网络功能


    为了向lua添加网络处理网络消息的能力,需要把网络相关的一些接口注册到lua中。

    这里采用生成C dll的方法。首先导出一个C函数,这个函数用于把所有的网络接口函数注册到lua中。

    注意这个dll中的函数要用纯C编写。

    netinterface.c

    /*
    * author: kenny huang
    * email: huangweilook@21cn.com
    * brief: 向lua注册一简单的网络接口,在lua中实现简单的网络功能
    *        网络部分代码采用了windows网络编程中的一个例子
    */
    #include <winsock2.h>
    #include <windows.h>
    #include <stdio.h>
    #include "lua.h"
    #include "lauxlib.h"
    #include "lualib.h"
    void BindFunction(lua_State *lState);
    __declspec(dllexport) void RegisterFunction(lua_State *L)
    {
        BindFunction(L);
    }
    #define DATA_BUFSIZE 8192
    typedef struct _SOCKET_INFORMATION {
       CHAR Buffer[DATA_BUFSIZE];
       WSABUF DataBuf;
       SOCKET Socket;
       OVERLAPPED Overlapped;
       DWORD BytesSEND;
       DWORD BytesRECV;
       int index;
    } SOCKET_INFORMATION, * LPSOCKET_INFORMATION;
    DWORD TotalSockets = 0;
    LPSOCKET_INFORMATION SocketArray[FD_SETSIZE];
    FD_SET WriteSet;
    FD_SET ReadSet;
    BOOL CreateSocketInformation(SOCKET s)
    {
       LPSOCKET_INFORMATION SI;
          
       printf("Accepted socket number %d/n", s);
       if ((SI = (LPSOCKET_INFORMATION) GlobalAlloc(GPTR,
          sizeof(SOCKET_INFORMATION))) == NULL)
       {
          printf("GlobalAlloc() failed with error %d/n", GetLastError());
          return FALSE;
       }
       // Prepare SocketInfo structure for use.
       SI->Socket = s;
       SI->BytesSEND = 0;
       SI->BytesRECV = 0;
       SocketArray[TotalSockets] = SI;
       SI->index = TotalSockets;    
       TotalSockets++;
       return TRUE;
    }
    void FreeSocketInformation(DWORD Index)
    {
       LPSOCKET_INFORMATION SI = SocketArray[Index];
       DWORD i;
       closesocket(SI->Socket);
       printf("Closing socket number %d/n", SI->Socket);
       GlobalFree(SI);
       // Squash the socket array
       for (i = Index; i < TotalSockets; i++)
       {
          SocketArray[i] = SocketArray[i + 1];
          if(SocketArray[i])
            SocketArray[i]->index = i;
       }
       TotalSockets--;
    }
    BOOL SetNonBlock(SOCKET sock)
    {
       unsigned long NonBlock = 1;
       if (ioctlsocket(sock, FIONBIO, &NonBlock) == SOCKET_ERROR)
       {
          printf("ioctlsocket() failed with error %d/n", WSAGetLastError());
          return FALSE;
       }
       return TRUE;
    }
    SOCKET TCP_Listen(/*const char *addr,*/int port)
    {
       SOCKET ListenSocket;
       SOCKADDR_IN InternetAddr;
       if ((ListenSocket = WSASocket(AF_INET, SOCK_STREAM, 0, NULL, 0,
          WSA_FLAG_OVERLAPPED)) == INVALID_SOCKET) 
       {
          printf("WSASocket() failed with error %d/n", WSAGetLastError());
          return 0;
       }
       InternetAddr.sin_family = AF_INET;
       InternetAddr.sin_addr.s_addr = htonl(INADDR_ANY);
       InternetAddr.sin_port = htons(port);
       if (bind(ListenSocket, (PSOCKADDR) &InternetAddr, sizeof(InternetAddr))
          == SOCKET_ERROR)
       {
          printf("bind() failed with error %d/n", WSAGetLastError());
          return 0;
       }
       if (listen(ListenSocket, 5))
       {
          printf("listen() failed with error %d/n", WSAGetLastError());
          return 0;
       }
       return ListenSocket;
    }
    int Select()
    {
        return select(0, &ReadSet, &WriteSet, NULL, NULL);
    }
    BOOL Accept(SOCKET sock)
    {
        SOCKET newSock;
        if ((newSock = accept(sock, NULL, NULL)) != INVALID_SOCKET)
        {
            if(!SetNonBlock(newSock))
                return FALSE;
            if (CreateSocketInformation(newSock) == FALSE)
                return FALSE;
            return TRUE;
        }
        else
        {        
          if (WSAGetLastError() != WSAEWOULDBLOCK)
          {
             printf("accept() failed with error %d/n", WSAGetLastError());
          }
          return FALSE;
        }
    }
    
    //下面都是注册到lua中的C函数
    int lua_PrepareSend(lua_State *L)
    {
        SOCKET_INFORMATION *sockInfo = lua_touserdata(L,-2);
        int len = lua_tonumber(L,-1);
        sockInfo->DataBuf.buf = sockInfo->Buffer + sockInfo->BytesSEND;
        sockInfo->DataBuf.len = len;
        return 0;
    }
    
    int lua_GetBuffer(lua_State *L)
    {    
        SOCKET_INFORMATION *sockInfo = lua_touserdata(L,-1);
        lua_pushstring(L,sockInfo->Buffer);
        return 1;
    }
    void lua_PrepareRecv(lua_State *L)
    {
        SOCKET_INFORMATION *sockInfo = lua_touserdata(L,-2);
        int len = lua_tonumber(L,-1);
        sockInfo->DataBuf.buf = sockInfo->Buffer;
        sockInfo->DataBuf.len = len;
        return 0;
    }
    int lua_FreeSocketInformation(lua_State *L)
    {
        int index = lua_tonumber(L,-1);
        FreeSocketInformation(index);
        return 0;
    }
    
    int lua_SetNonBlock(lua_State *L)
    {
        SOCKET sock = lua_tonumber(L,-1);
        lua_pushboolean(L,SetNonBlock(sock));
        return 1;
    }
    int lua_NetStart(lua_State *L)
    {
       WSADATA wsaData;
       BOOL ret;
       if(WSAStartup(0x0202,&wsaData) != 0)
       {
          printf("WSAStartup() failed with error/n");
          WSACleanup();
          ret = FALSE;
       }
       ret = TRUE;
       lua_pushboolean(L,ret);
       return 1;
    }
    int lua_TCPListen(lua_State *L)
    {
        int port = lua_tonumber(L,-1);
        SOCKET sock = TCP_Listen(port);
        lua_pushnumber(L,sock);
        return 1;
    }
    int lua_Add2Read(lua_State *L)
    {
        SOCKET sock = lua_tonumber(L,-1);
        FD_SET(sock, &ReadSet);
        return 0;
        
    }
    int lua_Add2Write(lua_State *L)
    {
        SOCKET sock = lua_tonumber(L,-1);
        FD_SET(sock, &WriteSet);
        return 0;
        
    }
    int lua_EmptyReadSet(lua_State *L)
    {
        FD_ZERO(&ReadSet);
        return 0;
    }
    int lua_EmptyWriteSet(lua_State *L)
    {
        FD_ZERO(&WriteSet);
        return 0;
    }
    int lua_GetSocketArray(lua_State *L)
    {    
        int i = 0;
        int j = 1;
        for ( ; i < TotalSockets ; ++i)
        {
            char index[10];
            lua_getglobal(L,"add2SocketArray");
            lua_pushnumber(L,j);
            lua_pushlightuserdata(L,SocketArray[i]);
            lua_pcall(L,2,0,0);
            ++j;
        }
        return 0;
    }
    int lua_Select(lua_State *L)
    {
        lua_pushnumber(L,Select());
        return 1;
    }
    int lua_Accept(lua_State *L)
    {
        SOCKET sock = lua_tonumber(L,-1);
        BOOL ret = Accept(sock);
        lua_toboolean(L,ret);
        return 1;
    }
    int lua_CanRead(lua_State *L)
    {
        SOCKET sock = lua_tonumber(L,-1);
        if(FD_ISSET(sock, &ReadSet))
            lua_pushboolean(L,TRUE);
        else
            lua_pushboolean(L,FALSE);
        return 1;
    }
    int lua_CanWrite(lua_State *L)
    {
        SOCKET sock = lua_tonumber(L,-1);
        if(FD_ISSET(sock, &WriteSet))
            lua_pushboolean(L,TRUE);
        else
            lua_pushboolean(L,FALSE);
        return 1;
    }
    int lua_Recv(lua_State *L)
    {
        DWORD RecvBytes = 0;
        DWORD Flags = 0;
        SOCKET_INFORMATION *SocketInfo = lua_touserdata(L,-1);
        if (WSARecv(SocketInfo->Socket, &(SocketInfo->DataBuf), 1, &RecvBytes,&Flags, NULL, NULL) == SOCKET_ERROR)
        {
            lua_pushnumber(L,-1);
        }
        else
            lua_pushnumber(L,(int)RecvBytes);
        return 1;
    }
    
    int lua_Send(lua_State *L)
    {
        SOCKET_INFORMATION *SocketInfo = lua_touserdata(L,-1);
        DWORD SendBytes;
        if (WSASend(SocketInfo->Socket, &(SocketInfo->DataBuf), 1, &SendBytes, 0,NULL, NULL) == SOCKET_ERROR)
        {
            lua_pushnumber(L,-1);
        }
        else
            lua_pushnumber(L,SendBytes);
        return 1;
    }
    int lua_GetLastError(lua_State *L)
    {
        int errorno = WSAGetLastError();
        lua_pushnumber(L,errorno);
        return 1;
    }
    int lua_GetByteSend(lua_State *L)
    {
        SOCKET_INFORMATION *sockInfo = lua_touserdata(L,-1);
        lua_pushnumber(L,sockInfo->BytesSEND);
        return 1;
    }
    int lua_SetByteSend(lua_State *L)
    {
        SOCKET_INFORMATION *sockInfo = lua_touserdata(L,-2);
        int bs = lua_tonumber(L,-1);
        sockInfo->BytesSEND = bs;
        return 0;
    }
    int lua_GetByteRecv(lua_State *L)
    {
        SOCKET_INFORMATION *sockInfo = lua_touserdata(L,-1);
        lua_pushnumber(L,sockInfo->BytesRECV);
        return 1;
    }
    int lua_SetByteRecv(lua_State *L)
    {
        SOCKET_INFORMATION *sockInfo = lua_touserdata(L,-2);
        int br = lua_tonumber(L,-1);
        sockInfo->BytesRECV = br;
        return 0;
    }
    int lua_GetSockIndex(lua_State *L)
    {
        SOCKET_INFORMATION *sockInfo = lua_touserdata(L,-1);
        lua_pushnumber(L,sockInfo->index);
        return 1;
    }
    int lua_GetSock(lua_State *L)
    {
        SOCKET_INFORMATION *sockInfo = lua_touserdata(L,-1);
        lua_pushnumber(L,sockInfo->Socket);
        return 1;
    }
    
    void BindFunction(lua_State *lState)
    {
        lua_register(lState,"GetLastError",&lua_GetLastError);
        lua_register(lState,"Send",&lua_Send);
        lua_register(lState,"Recv",&lua_Recv);
        lua_register(lState,"CanWrite",&lua_CanWrite);
        lua_register(lState,"CanRead",&lua_CanRead);
        lua_register(lState,"Accept",&lua_Accept);
        lua_register(lState,"Select",&lua_Select);
        lua_register(lState,"GetSocketArray",&lua_GetSocketArray);
        lua_register(lState,"EmptyWriteSet",&lua_EmptyWriteSet);
        lua_register(lState,"EmptyReadSet",&lua_EmptyReadSet);
        lua_register(lState,"Add2Write",&lua_Add2Write);
        lua_register(lState,"Add2Read",&lua_Add2Read);
        lua_register(lState,"TCPListen",&lua_TCPListen);
        lua_register(lState,"NetStart",&lua_NetStart);
        lua_register(lState,"PrepareSend",&lua_PrepareSend);
        lua_register(lState,"PrepareRecv",&lua_PrepareRecv);
        lua_register(lState,"GetBuffer",&lua_GetBuffer);
        lua_register(lState,"FreeSocketInformation",&lua_FreeSocketInformation);
        lua_register(lState,"SetNonBlock",&lua_SetNonBlock);
        lua_register(lState,"GetByteSend",&lua_GetByteSend);
        lua_register(lState,"SetByteSend",&lua_SetByteSend);
        lua_register(lState,"GetByteRecv",&lua_GetByteRecv);
        lua_register(lState,"SetByteRecv",&lua_SetByteRecv);
        lua_register(lState,"GetSockIndex",&lua_GetSockIndex);
        lua_register(lState,"GetSock",&lua_GetSock);
    }

    下面是lua实现的echo服务器

    xxxx.lua

    SocketArray = {} --用于存放所有的客户连接
    --下面导入dll,并调用里面的注册函数把所有网络接口都注册进来
    local f = assert(package.loadlib("G:/luaNet/luaNet/Debug/luaNet.dll","RegisterFunction"))
    f()
    print("load ok")
    function add2SocketArray(key,val)
        table.insert(SocketArray,key,val)
    end
    function netLoop()
       local ListenSocket   
       if NetStart() == false then
           print(" net start error ")
       end
       
       ListenSocket = TCPListen(5010)
       if ListenSocket == nil then
           print("listen error")
       end
       
       if SetNonBlock(ListenSocket) == false then
           print("error on setnonblock")
       end
       
       while true do    
          EmptyReadSet()    
          EmptyWriteSet()
          Add2Read(ListenSocket)
          
          SocketArray = {}
          GetSocketArray()
          local Size = table.getn(SocketArray)
          if Size > 0 then
            for k,v in ipairs(SocketArray) do
                if GetByteRecv(v) > GetByteSend(v) then
                    Add2Write(GetSock(v))
                else
                    Add2Read(GetSock(v))
                end
            end
          end
      
          local Total = Select()
          if Total == -1 then
                  print(" error on select")
                 return
          end
          if CanRead(ListenSocket) == true then
                 Total = Total - 1
                 if Accept(ListenSocket) == false then
                     print("error on accept")
                     return
                 end
          end
                 
          local index = 1       
          while Total > 0 do
            local continue = false
            local SocketInfo = SocketArray[index]
              if CanRead(GetSock(SocketInfo)) == true then
                  Total = Total - 1
                  PrepareRecv(SocketInfo,4096)
                    local ret = Recv(SocketInfo)
                    if ret == -1 then
                        if lua_GetLastError() ~= 10035 then
                              FreeSocketInformation(GetSockIndex(SocketInfo))
                        end
                        continue = true
                    else
                        SetByteRecv(SocketInfo,ret)
                        if ret == 0 then
                             FreeSocketInformation(GetSockIndex(SocketInfo))
                             continue = true
                        else
                            print(GetBuffer(SocketInfo))
                        end                    
                        
                    end
              end
              
              if continue == false then
                  if CanWrite(GetSock(SocketInfo)) == true then
                        Total = Total - 1
                      PrepareSend(SocketInfo,GetByteRecv(SocketInfo) - GetByteSend(SocketInfo))
                      local ret = Send(SocketInfo)
                      if ret == -1 then
                     if    lua_GetLastError() ~= 10035 then
                         FreeSocketInformation(GetSockIndex(SocketInfo))
                     end
                      else
                     local tmp = GetByteSend(SocketInfo) + ret
                     SetByteSend(SocketInfo,tmp)
                               if GetByteSend(SocketInfo) == GetByteRecv(SocketInfo) then
                                  SetByteSend(SocketInfo,0)
                                  SetByteRecv(SocketInfo,0)
                              end
                 end
                  end
              end
              index = index + 1
          end     
                       
     end
     
    end
    netLoop()

    启动方式,lua5.1 xxxx.lua

    服务器启动后你就可以用telnet连上去试试了

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  • 原文地址:https://www.cnblogs.com/sniperHW/p/2607314.html
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