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\section{\module{asyncore} ---
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Asynchronous socket handler}
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\declaremodule{builtin}{asyncore}
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\modulesynopsis{A base class for developing asynchronous socket
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handling services.}
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\moduleauthor{Sam Rushing}{rushing@nightmare.com}
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\sectionauthor{Christopher Petrilli}{petrilli@amber.org}
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\sectionauthor{Steve Holden}{sholden@holdenweb.com}
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% Heavily adapted from original documentation by Sam Rushing.
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This module provides the basic infrastructure for writing asynchronous
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socket service clients and servers.
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There are only two ways to have a program on a single processor do
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``more than one thing at a time.'' Multi-threaded programming is the
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simplest and most popular way to do it, but there is another very
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different technique, that lets you have nearly all the advantages of
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multi-threading, without actually using multiple threads. It's really
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only practical if your program is largely I/O bound. If your program
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is processor bound, then pre-emptive scheduled threads are probably what
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you really need. Network servers are rarely processor bound, however.
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If your operating system supports the \cfunction{select()} system call
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in its I/O library (and nearly all do), then you can use it to juggle
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multiple communication channels at once; doing other work while your
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I/O is taking place in the ``background.'' Although this strategy can
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seem strange and complex, especially at first, it is in many ways
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easier to understand and control than multi-threaded programming.
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The \module{asyncore} module solves many of the difficult problems for
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you, making the task of building sophisticated high-performance
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network servers and clients a snap. For ``conversational'' applications
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and protocols the companion \refmodule{asynchat} module is invaluable.
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The basic idea behind both modules is to create one or more network
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\emph{channels}, instances of class \class{asyncore.dispatcher} and
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\class{asynchat.async_chat}. Creating the channels adds them to a global
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map, used by the \function{loop()} function if you do not provide it
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with your own \var{map}.
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Once the initial channel(s) is(are) created, calling the \function{loop()}
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function activates channel service, which continues until the last
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channel (including any that have been added to the map during asynchronous
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service) is closed.
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\begin{funcdesc}{loop}{\optional{timeout\optional{, use_poll\optional{,
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map\optional{,count}}}}}
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Enter a polling loop that terminates after count passes or all open
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channels have been closed. All arguments are optional. The \var{count}
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parameter defaults to None, resulting in the loop terminating only
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when all channels have been closed. The \var{timeout} argument sets the
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timeout parameter for the appropriate \function{select()} or
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\function{poll()} call, measured in seconds; the default is 30 seconds.
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The \var{use_poll} parameter, if true, indicates that \function{poll()}
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should be used in preference to \function{select()} (the default is
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\code{False}).
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The \var{map} parameter is a dictionary whose items are
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the channels to watch. As channels are closed they are deleted from their
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map. If \var{map} is omitted, a global map is used.
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Channels (instances of \class{asyncore.dispatcher}, \class{asynchat.async_chat}
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and subclasses thereof) can freely be mixed in the map.
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\end{funcdesc}
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\begin{classdesc}{dispatcher}{}
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The \class{dispatcher} class is a thin wrapper around a low-level socket object.
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To make it more useful, it has a few methods for event-handling which are called
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from the asynchronous loop.
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Otherwise, it can be treated as a normal non-blocking socket object.
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Two class attributes can be modified, to improve performance,
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or possibly even to conserve memory.
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\begin{datadesc}{ac_in_buffer_size}
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The asynchronous input buffer size (default \code{4096}).
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\end{datadesc}
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\begin{datadesc}{ac_out_buffer_size}
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The asynchronous output buffer size (default \code{4096}).
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\end{datadesc}
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The firing of low-level events at certain times or in certain connection
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states tells the asynchronous loop that certain higher-level events have
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taken place. For example, if we have asked for a socket to connect to
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another host, we know that the connection has been made when the socket
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becomes writable for the first time (at this point you know that you may
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write to it with the expectation of success). The implied higher-level
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events are:
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\begin{tableii}{l|l}{code}{Event}{Description}
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\lineii{handle_connect()}{Implied by the first write event}
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\lineii{handle_close()}{Implied by a read event with no data available}
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\lineii{handle_accept()}{Implied by a read event on a listening socket}
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\end{tableii}
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During asynchronous processing, each mapped channel's \method{readable()}
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and \method{writable()} methods are used to determine whether the channel's
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socket should be added to the list of channels \cfunction{select()}ed or
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\cfunction{poll()}ed for read and write events.
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\end{classdesc}
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Thus, the set of channel events is larger than the basic socket events.
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The full set of methods that can be overridden in your subclass follows:
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\begin{methoddesc}{handle_read}{}
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Called when the asynchronous loop detects that a \method{read()}
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call on the channel's socket will succeed.
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\end{methoddesc}
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\begin{methoddesc}{handle_write}{}
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Called when the asynchronous loop detects that a writable socket
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can be written.
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Often this method will implement the necessary buffering for
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performance. For example:
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\begin{verbatim}
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def handle_write(self):
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sent = self.send(self.buffer)
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self.buffer = self.buffer[sent:]
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\end{verbatim}
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\end{methoddesc}
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\begin{methoddesc}{handle_expt}{}
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Called when there is out of band (OOB) data for a socket
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connection. This will almost never happen, as OOB is
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tenuously supported and rarely used.
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\end{methoddesc}
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\begin{methoddesc}{handle_connect}{}
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Called when the active opener's socket actually makes a connection.
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Might send a ``welcome'' banner, or initiate a protocol
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negotiation with the remote endpoint, for example.
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\end{methoddesc}
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\begin{methoddesc}{handle_close}{}
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Called when the socket is closed.
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\end{methoddesc}
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\begin{methoddesc}{handle_error}{}
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Called when an exception is raised and not otherwise handled. The default
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version prints a condensed traceback.
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\end{methoddesc}
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\begin{methoddesc}{handle_accept}{}
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Called on listening channels (passive openers) when a
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connection can be established with a new remote endpoint that
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has issued a \method{connect()} call for the local endpoint.
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\end{methoddesc}
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\begin{methoddesc}{readable}{}
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Called each time around the asynchronous loop to determine whether a
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channel's socket should be added to the list on which read events can
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occur. The default method simply returns \code{True},
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indicating that by default, all channels will be interested in
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read events.
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\end{methoddesc}
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\begin{methoddesc}{writable}{}
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Called each time around the asynchronous loop to determine whether a
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channel's socket should be added to the list on which write events can
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occur. The default method simply returns \code{True},
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indicating that by default, all channels will be interested in
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write events.
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\end{methoddesc}
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In addition, each channel delegates or extends many of the socket methods.
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Most of these are nearly identical to their socket partners.
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\begin{methoddesc}{create_socket}{family, type}
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This is identical to the creation of a normal socket, and
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will use the same options for creation. Refer to the
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\refmodule{socket} documentation for information on creating
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sockets.
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\end{methoddesc}
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\begin{methoddesc}{connect}{address}
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As with the normal socket object, \var{address} is a
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tuple with the first element the host to connect to, and the
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second the port number.
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\end{methoddesc}
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\begin{methoddesc}{send}{data}
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Send \var{data} to the remote end-point of the socket.
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\end{methoddesc}
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\begin{methoddesc}{recv}{buffer_size}
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Read at most \var{buffer_size} bytes from the socket's remote end-point.
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An empty string implies that the channel has been closed from the other
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end.
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\end{methoddesc}
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\begin{methoddesc}{listen}{backlog}
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Listen for connections made to the socket. The \var{backlog}
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argument specifies the maximum number of queued connections
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and should be at least 1; the maximum value is
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system-dependent (usually 5).
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\end{methoddesc}
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\begin{methoddesc}{bind}{address}
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Bind the socket to \var{address}. The socket must not already be
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bound. (The format of \var{address} depends on the address family
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--- see above.) To mark the socket as re-usable (setting the
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\constant{SO_REUSEADDR} option), call the \class{dispatcher}
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object's \method{set_reuse_addr()} method.
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\end{methoddesc}
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\begin{methoddesc}{accept}{}
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Accept a connection. The socket must be bound to an address
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and listening for connections. The return value is a pair
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\code{(\var{conn}, \var{address})} where \var{conn} is a
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\emph{new} socket object usable to send and receive data on
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the connection, and \var{address} is the address bound to the
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socket on the other end of the connection.
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\end{methoddesc}
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\begin{methoddesc}{close}{}
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Close the socket. All future operations on the socket object
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will fail. The remote end-point will receive no more data (after
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queued data is flushed). Sockets are automatically closed
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when they are garbage-collected.
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\end{methoddesc}
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\subsection{asyncore Example basic HTTP client \label{asyncore-example}}
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Here is a very basic HTTP client that uses the \class{dispatcher}
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class to implement its socket handling:
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\begin{verbatim}
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import asyncore, socket
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class http_client(asyncore.dispatcher):
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def __init__(self, host, path):
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asyncore.dispatcher.__init__(self)
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self.create_socket(socket.AF_INET, socket.SOCK_STREAM)
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self.connect( (host, 80) )
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self.buffer = 'GET %s HTTP/1.0\r\n\r\n' % path
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def handle_connect(self):
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pass
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def handle_close(self):
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self.close()
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def handle_read(self):
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print self.recv(8192)
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def writable(self):
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return (len(self.buffer) > 0)
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def handle_write(self):
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sent = self.send(self.buffer)
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self.buffer = self.buffer[sent:]
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c = http_client('www.python.org', '/')
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asyncore.loop()
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\end{verbatim}
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