Announcing gunicorn-console

May 29, 2010  /  Home

Like a lot of Django shops our software stack consists of two layers up front: a public facing web/proxy server and an application server sitting behind it. For a long time we’ve enjoyed success using nginx and Apache to fill these roles respectively, but as an application server the 800 pound gorilla that is Apache can really be overkill, which over time we’ve found can have quite a cost around lack of granular control. So we recently decided to try out the up and coming gunicorn which is currently gaining in popularity throughout the Django community and so far it’s been very smooth.

One of the interesting features it provides is the ability to handle various kill signals which map to functions such as adding and removing worker processes as well as reloading the master process, all on the fly without dropping a single client connection. So after a brief honeymoon period I then came up with the following list of questions that mightn’t be apparent when serving a single application, but really come into play when serving dozens of applications this way on a single server:

All of these can be answered with a small amount of command-line-fu, however I wanted this process to be ridiculously easy for our entire team. For quite some time I’ve wanted to put together a console application using the curses library so a simple management console for gunicorn seemed like the perfect opportunity to do so and as such, gunicorn-console was born.


Firing up a few gunicorn instances with varying parameters

gunicorn-console gives you the following interface in all its 8bit glory

If you’re hosting multiple applications served up via gunicorn then gunicorn- console should make managing them easier. I’ve released it with a BSD license on both github and bitbucket using the amazing hg-git extension, so go ahead and make it better!

Update, May 30: I ended this post with a request for others to contribute and after only a day someone already has. Adam Vandenberg went ahead and forked the project with some patches to get it running on OSX, so a big thanks goes to him.

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