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ftp server

An FTP server framework written in pure Go. This project is forked from github.com/phacops/server, which is a fork from github.com/yob/graval that was modified to fit our needs. It was forked back into the Gametime organization so that we can continue to maintain it as needed.

Previous Documentation

Aside from changing the install go get instructions and some markdown, the below README is from the original project when it was first forked.

Full documentation for the package is available on godoc

Version

v0.2.1104

Installation

go get github.com/gametimesf/ftp-server

Usage

To boot an FTP server you will need to provide a driver that speaks to your persistence layer - the required driver contract is listed below.

There is a sample in-memory driver available as a demo. You can build it with this command:

go install github.com/goftp/ftpd

Then run it:

./bin/ftpd

And finally, connect to the server with any FTP client and the following details:

host: 127.0.0.1
port: 2121
username: test
password: 1234

Contributors

Warning

FTP is an incredibly insecure protocol. Be careful about forcing users to authenticate with a username or password that are important.

License

This library is distributed under the terms of the MIT License. See the included file for more detail.

Contributing

All suggestions and patches welcome, preferably via a git repository I can pull from. If this library proves useful to you, please let me know.

Further Reading

There are a range of RFCs that together specify the FTP protocol. In chronological order, the more useful ones are:

For an english summary that's somewhat more legible than the RFCs, and provides some commentary on what features are actually useful or relevant 24 years after RFC959 was published:

For a history lesson, check out Appendix III of RCF959. It lists the preceding (obsolete) RFC documents that relate to file transfers, including the ye old RFC114 from 1971, "A File Transfer Protocol"

This library is heavily based on em-ftpd, an FTPd framework with similar design goals within the ruby and EventMachine ecosystems. It worked well enough, but you know, callbacks and event loops make me something something.

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