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The purpose is mainly to exhibit certain limitations that come with such less common programming models, to show users how to program interactive tools in Lua, and how to connect interactively. Other use cases that could be envisioned are "top" and various monitoring utilities, with sliding graphs etc. Lua is particularly attractive for this usage, easy to program, well known from most AI tools (including its integration into haproxy), making such programs very quick to obtain in their basic form, and to improve later. A very limited example game is provided, following the principle of a very popular one, where the player must compose lines from falling pieces. It quickly revealed the need to the ability to enforce a timeout to applet:receive(). Other identified limitations include the difficulty from the Lua side to monitor multiple events at once, but it seems that callbacks and/or event dispatchers would be useful here. At the moment the CLI is not workable (it interactivity was broken in 2.9 when line buffering was adopted), though it was verified that it works with older releases. The command needed to connect to the game is displayed as a notice message during boot. |
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.. | ||
event_handler.lua | ||
mailers.lua | ||
README | ||
trisdemo.lua |
These files are example lua scripts that can be customized if necessary. They can be loaded with the 'lua-load' keyword like this: lua-load /path/to/lua_script.lua