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local rspamd_tcp = require "rspamd_tcp"
local lua_util = require "lua_util"
local exports = {}
local N = 'tcp_sync'
local tcp_sync = { _conn = nil, _data = '', _eof = false, _addr = '' }
local metatable = {
__tostring = function(self)
return "class {tcp_sync connect to: " .. self._addr .. "}"
end
}
function tcp_sync.new(connection)
local self = {}
for name, method in pairs(tcp_sync) do
if name ~= 'new' then
self[name] = method
end
end
self._conn = connection
setmetatable(self, metatable)
return self
end
--[[[
-- @method tcp_sync.read_once()
--
-- Acts exactly like low-level tcp_sync.read_once()
-- the only exception is that if there is some pending data,
-- it's returned immediately and no underlying call is performed
--
-- @return
-- true, {data} if everything is fine
-- false, {error message} otherwise
--
--]]
function tcp_sync:read_once()
local is_ok, data
if self._data:len() > 0 then
data = self._data
self._data = nil
return true, data
end
is_ok, data = self._conn:read_once()
return is_ok, data
end
--[[[
-- @method tcp_sync.read_until(pattern)
--
-- Reads data from the connection until pattern is found
-- returns all bytes before the pattern
--
-- @param {pattern} Read data until pattern is found
-- @return
-- true, {data} if everything is fine
-- false, {error message} otherwise
-- @example
--
--]]
function tcp_sync:read_until(pattern)
repeat
local pos_start, pos_end = self._data:find(pattern, 1, true)
if pos_start then
local data = self._data:sub(1, pos_start - 1)
self._data = self._data:sub(pos_end + 1)
return true, data
end
local is_ok, more_data = self._conn:read_once()
if not is_ok then
return is_ok, more_data
end
self._data = self._data .. more_data
until false
end
--[[[
-- @method tcp_sync.read_bytes(n)
--
-- Reads {n} bytes from the stream
--
-- @param {n} Number of bytes to read
-- @return
-- true, {data} if everything is fine
-- false, {error message} otherwise
--
--]]
function tcp_sync:read_bytes(n)
repeat
if self._data:len() >= n then
local data = self._data:sub(1, n)
self._data = self._data:sub(n + 1)
return true, data
end
local is_ok, more_data = self._conn:read_once()
if not is_ok then
return is_ok, more_data
end
self._data = self._data .. more_data
until false
end
--[[[
-- @method tcp_sync.read_until_eof(n)
--
-- Reads stream until EOF is reached
--
-- @return
-- true, {data} if everything is fine
-- false, {error message} otherwise
--
--]]
function tcp_sync:read_until_eof()
while not self:eof() do
local is_ok, more_data = self._conn:read_once()
if not is_ok then
if self:eof() then
-- this error is EOF (connection terminated)
-- exactly what we were waiting for
break
end
return is_ok, more_data
end
self._data = self._data .. more_data
end
local data = self._data
self._data = ''
return true, data
end
--[[[
-- @method tcp_sync.write(n)
--
-- Writes data into the stream.
--
-- @return
-- true if everything is fine
-- false, {error message} otherwise
--
--]]
function tcp_sync:write(data)
return self._conn:write(data)
end
--[[[
-- @method tcp_sync.close()
--
-- Closes the connection. If the connection was created with task,
-- this method is called automatically as soon as the task is done
-- Calling this method helps to prevent connections leak.
-- The object is finally destroyed by garbage collector.
--
-- @return
--
--]]
function tcp_sync:close()
return self._conn:close()
end
--[[[
-- @method tcp_sync.eof()
--
-- @return
-- true if last "read" operation ended with EOF
-- false otherwise
--
--]]
function tcp_sync:eof()
if not self._eof and self._conn:eof() then
self._eof = true
end
return self._eof
end
--[[[
-- @function tcp_sync.shutdown(n)
--
-- half-close socket
--
-- @return
--
--]]
function tcp_sync:shutdown()
return self._conn:shutdown()
end
exports.connect = function(args)
local is_ok, connection = rspamd_tcp.connect_sync(args)
if not is_ok then
return is_ok, connection
end
local instance = tcp_sync.new(connection)
instance._addr = string.format("%s:%s", tostring(args.host), tostring(args.port))
lua_util.debugm(N, args.task, 'Connected to %s', instance._addr)
return true, instance
end
return exports
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