So, what's new? LOTS! Let me give a brief overview of what's possible nowadays.
1) Custom Peer Connections
It's now possible to plug monotorrent directly into another application and have monotorrent uses connections created by that application. The advantage of this is that you can tunnel MonoTorrent through anything now. You can create an encrypted connection whatever way you want and then just pass it straight into monotorrent and it'll be used. This also makes it easy to push traffic through networks like Tor (or whatever).
2) Custom Trackers
First, i'm not talking about the server aspect of MonoTorrent. I'm talking about the clientside class used to deal with announcing/scraping to a server. It's now possible to (very easily) implement your own tracker class. What use is this you say? Well, quite a bit actually! If you want to be able to add peer data into monotorrent (but not active connections as i described above) you can subclass the MonoTorrent.Client.Tracker class and do it from there.
Suppose you want to implement a new protocol for client-tracker communications. If you want MonoTorrent to support it, just inherit from MonoTorrent.Client.Tracker, register that implementation with the TrackerFactory and you're done! You don't have to modify one letter of MonoTorrent source code to add in support for your new protocol.
3) Custom Messages
Ok, so technically speaking, this still isn't possible yet, however all the architecture to enable it is there. I just need to expose it publicly in a nice way. Anyway, when i implemented support for the libtorrent extension protocol, I realised that the way i handled peer messages just wouldn't work. Basically i used a giant switch statement to select the correct message to decode. This meant that all messages had to be defined within MonoTorrent and had to exist at compile. There was no way for the user to define their own message type.
So, instead i updated the API to use some .NET 2.0 loveliness to allow for custom messages to be defined outside of MonoTorrent and still allow them to be decoded and handled correctly.
4) Custom Writers
If i was to pick a favourite change out of the list, it would be the custom messages, but this comes a close second ;) You can now define you're own 'PieceWriter' class. What this allows you to do is to redirect disk read/write requests wherever you want them to go. Of course, the logical first implementation is a MemoryBuffer.
Yes, MonoTorrent will now cache reads/writes in memory where prudent. For example, each 'piece' you download consists of multiple 'blocks'. Previously each block was written straight to disk as it arrived. When all the blocks had arrived, they were all read straight back off the disk so that a SHA1 hash of the piece could be generated. This was very inefficient.
5) NUnit test-able!
Yeah, so this isn't really a new feature. In fact, it's something i should've been doing all along, but due to the implementation of MonoTorrent, certain things were far too awkward to test. Previously, in order to test internal logic i'd have to:
- Create a fake .torrent file and write it to disk.
- Create fake data and write it to disk so that it can be 'downloaded' by one client and 'seeded' by the other
- Instantiate a MonoTorrent.Tracker and load the torrent into it
- Instantiate two MonoTorrent.Clients and load the torrent into them.
- Hit 'start' and measure what little i could
Once the above changes had been complete, it became so much easier. Now I create a fake torrent in memory (no need to write it to disk!). I create one MonoTorrent.Client using the in-memory torrent and redirect its reads/writes using a custom PieceWriter. This writer just peforms in-memory operations to fill in the fake data as required. I then create a custom PeerConnection and pass one end of the connection into the engine and hold the other end myself.
This means when i send a message into the engine, i can receive the reply and verify that it is as expected using NUnit tests. Pretty sweet.
In other news, the following other nifty things have been implemented:
A) Udp Tracker support
I finally got around to implementing UDP tracker support. It has been requested by a few people, so here it is. Enjoy!
B) Better FastResume support
There were a few issues with the old fast resume support. In certain advanced use cases, fast resume support just plain didn't work. This has now been fixed. It's now up to the user to handle where/how fast resume data is stored. This is nearly finished, but not quite. It's on my TODO list for the coming week.
C) Message Bundles
An entirely invisible change, but one i want to talk about. Whenever a piece is downloaded succesfully, a 'have' message should be sent to all peers you're connected to. This is used as a way to keep track of who has what. However, have messages are tiny and typically you'd complete a few pieces a second. This means that several times a second, for each connected peer, a single 12 byte message has to be sent. This is hardly worth the effort of calling socket.BeginSend!
So, why not encode several messages at a time into the send buffer and send em all at once? Well, that just doesn't work. The architecture just does not allow for that to happen. One message and one message alone can be encoded and sent at a time.
The solution? The MessageBundle. The MessageBundle is just another implementation of the PeerMessage base class, except the message bundle can store multiple messages inside it. When you call Encode() on the bundle, it encodes all it's stored messages into the buffer. This allows me to send multiple messages at a time, but for all intents and purposes, MonoTorrent thinks i'm sending one.
Now HaveMessages are delayed and bundled together.
I'll release all this fanciness sometime in the near future.
1 comment:
I'm very curious about what are the real possibilities of MonoTorrent library. I mean, I always thought Bittorrent was just a protocol for P2P file exchange, but when I see so much modularity on MonoTorrent... The cuestion is, how can MonoTorrent help me as a programmer?
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