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https://github.com/kataras/iris.git
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add a new websocket2 package without breaking changes to the iris API. It implements the gobwas/ws library (it works but need fixes on determinate closing connections) as suggested at: https://github.com/kataras/iris/issues/1178
Former-commit-id: be5ee623b7d030bd9e03a1a2f320ead975ef2ba8
This commit is contained in:
406
websocket2/server.go
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406
websocket2/server.go
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@@ -0,0 +1,406 @@
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package websocket
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import (
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"bytes"
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"net"
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"sync"
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"sync/atomic"
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"github.com/kataras/iris/context"
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"github.com/gobwas/ws"
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)
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type (
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// ConnectionFunc is the callback which fires when a client/connection is connected to the Server.
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// Receives one parameter which is the Connection
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ConnectionFunc func(Connection)
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// websocketRoomPayload is used as payload from the connection to the Server
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websocketRoomPayload struct {
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roomName string
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connectionID string
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}
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// payloads, connection -> Server
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websocketMessagePayload struct {
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from string
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to string
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data []byte
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}
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// Server is the websocket Server's implementation.
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//
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// It listens for websocket clients (either from the javascript client-side or from any websocket implementation).
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// See `OnConnection` , to register a single event which will handle all incoming connections and
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// the `Handler` which builds the upgrader handler that you can register to a route based on an Endpoint.
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//
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// To serve the built'n javascript client-side library look the `websocket.ClientHandler`.
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Server struct {
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config Config
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// ClientSource contains the javascript side code
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// for the iris websocket communication
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// based on the configuration's `EvtMessagePrefix`.
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//
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// Use a route to serve this file on a specific path, i.e
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// app.Any("/iris-ws.js", func(ctx iris.Context) { ctx.Write(mywebsocketServer.ClientSource) })
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ClientSource []byte
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connections map[string]*connection // key = the Connection ID.
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rooms map[string][]string // by default a connection is joined to a room which has the connection id as its name
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mu sync.RWMutex // for rooms and connections.
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onConnectionListeners []ConnectionFunc
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//connectionPool sync.Pool // sadly we can't make this because the websocket connection is live until is closed.
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upgrader ws.HTTPUpgrader
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}
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)
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// New returns a new websocket Server based on a configuration.
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// See `OnConnection` , to register a single event which will handle all incoming connections and
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// the `Handler` which builds the upgrader handler that you can register to a route based on an Endpoint.
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//
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// To serve the built'n javascript client-side library look the `websocket.ClientHandler`.
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func New(cfg Config) *Server {
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cfg = cfg.Validate()
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return &Server{
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config: cfg,
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ClientSource: bytes.Replace(ClientSource, []byte(DefaultEvtMessageKey), cfg.EvtMessagePrefix, -1),
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connections: make(map[string]*connection),
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rooms: make(map[string][]string),
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onConnectionListeners: make([]ConnectionFunc, 0),
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upgrader: ws.DefaultHTTPUpgrader, // ws.DefaultUpgrader,
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}
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}
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// Handler builds the handler based on the configuration and returns it.
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// It should be called once per Server, its result should be passed
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// as a middleware to an iris route which will be responsible
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// to register the websocket's endpoint.
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//
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// Endpoint is the path which the websocket Server will listen for clients/connections.
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//
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// To serve the built'n javascript client-side library look the `websocket.ClientHandler`.
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func (s *Server) Handler() context.Handler {
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return func(ctx context.Context) {
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c := s.Upgrade(ctx)
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if c.Err() != nil {
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return
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}
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// NOTE TO ME: fire these first BEFORE startReader and startPinger
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// in order to set the events and any messages to send
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// the startPinger will send the OK to the client and only
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// then the client is able to send and receive from Server
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// when all things are ready and only then. DO NOT change this order.
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// fire the on connection event callbacks, if any
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for i := range s.onConnectionListeners {
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s.onConnectionListeners[i](c)
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}
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// start the ping and the messages reader
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c.Wait()
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}
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}
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// Upgrade upgrades the HTTP Server connection to the WebSocket protocol.
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//
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// The responseHeader is included in the response to the client's upgrade
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// request. Use the responseHeader to specify cookies (Set-Cookie) and the
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// application negotiated subprotocol (Sec--Protocol).
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//
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// If the upgrade fails, then Upgrade replies to the client with an HTTP error
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// response and the return `Connection.Err()` is filled with that error.
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//
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// For a more high-level function use the `Handler()` and `OnConnecton` events.
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// This one does not starts the connection's writer and reader, so after your `On/OnMessage` events registration
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// the caller has to call the `Connection#Wait` function, otherwise the connection will be not handled.
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func (s *Server) Upgrade(ctx context.Context) Connection {
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conn, _, _, err := s.upgrader.Upgrade(ctx.Request(), ctx.ResponseWriter())
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if err != nil {
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ctx.Application().Logger().Warnf("websocket error: %v\n", err)
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ctx.StatusCode(503) // Status Service Unavailable
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return &connection{err: err}
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}
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return s.handleConnection(ctx, conn)
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}
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func (s *Server) addConnection(c *connection) {
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s.mu.Lock()
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s.connections[c.id] = c
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s.mu.Unlock()
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}
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func (s *Server) getConnection(connID string) (*connection, bool) {
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c, ok := s.connections[connID]
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return c, ok
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}
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// wrapConnection wraps an underline connection to an iris websocket connection.
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// It does NOT starts its writer, reader and event mux, the caller is responsible for that.
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func (s *Server) handleConnection(ctx context.Context, conn net.Conn) *connection {
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// use the config's id generator (or the default) to create a websocket client/connection id
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cid := s.config.IDGenerator(ctx)
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// create the new connection
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c := newServerConnection(ctx, s, conn, cid)
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// add the connection to the Server's list
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s.addConnection(c)
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// join to itself
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s.Join(c.id, c.id)
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return c
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}
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/* Notes:
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We use the id as the signature of the connection because with the custom IDGenerator
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the developer can share this ID with a database field, so we want to give the oportunnity to handle
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his/her websocket connections without even use the connection itself.
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Another question may be:
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Q: Why you use Server as the main actioner for all of the connection actions?
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For example the Server.Disconnect(connID) manages the connection internal fields, is this code-style correct?
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A: It's the correct code-style for these type of applications and libraries, Server manages all, the connnection's functions
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should just do some internal checks (if needed) and push the action to its parent, which is the Server, the Server is able to
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remove a connection, the rooms of its connected and all these things, so in order to not split the logic, we have the main logic
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here, in the Server, and let the connection with some exported functions whose exists for the per-connection action user's code-style.
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Ok my english are s** I can feel it, but these comments are mostly for me.
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*/
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/*
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connection actions, same as the connection's method,
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but these methods accept the connection ID,
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which is useful when the developer maps
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this id with a database field (using config.IDGenerator).
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*/
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// OnConnection is the main event you, as developer, will work with each of the websocket connections.
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func (s *Server) OnConnection(cb ConnectionFunc) {
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s.onConnectionListeners = append(s.onConnectionListeners, cb)
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}
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// IsConnected returns true if the connection with that ID is connected to the Server
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// useful when you have defined a custom connection id generator (based on a database)
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// and you want to check if that connection is already connected (on multiple tabs)
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func (s *Server) IsConnected(connID string) bool {
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_, found := s.getConnection(connID)
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return found
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}
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// Join joins a websocket client to a room,
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// first parameter is the room name and the second the connection.ID()
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//
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// You can use connection.Join("room name") instead.
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func (s *Server) Join(roomName string, connID string) {
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s.mu.Lock()
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s.join(roomName, connID)
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s.mu.Unlock()
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}
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// join used internally, no locks used.
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func (s *Server) join(roomName string, connID string) {
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if s.rooms[roomName] == nil {
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s.rooms[roomName] = make([]string, 0)
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}
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s.rooms[roomName] = append(s.rooms[roomName], connID)
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}
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// IsJoined reports if a specific room has a specific connection into its values.
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// First parameter is the room name, second is the connection's id.
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//
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// It returns true when the "connID" is joined to the "roomName".
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func (s *Server) IsJoined(roomName string, connID string) bool {
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s.mu.RLock()
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room := s.rooms[roomName]
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s.mu.RUnlock()
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if room == nil {
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return false
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}
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for _, connid := range room {
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if connID == connid {
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return true
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}
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}
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return false
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}
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// LeaveAll kicks out a connection from ALL of its joined rooms
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func (s *Server) LeaveAll(connID string) {
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s.mu.Lock()
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for name := range s.rooms {
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s.leave(name, connID)
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}
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s.mu.Unlock()
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}
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// Leave leaves a websocket client from a room,
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// first parameter is the room name and the second the connection.ID()
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//
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// You can use connection.Leave("room name") instead.
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// Returns true if the connection has actually left from the particular room.
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func (s *Server) Leave(roomName string, connID string) bool {
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s.mu.Lock()
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left := s.leave(roomName, connID)
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s.mu.Unlock()
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return left
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}
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// leave used internally, no locks used.
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func (s *Server) leave(roomName string, connID string) (left bool) {
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///THINK: we could add locks to its room but we still use the lock for the whole rooms or we can just do what we do with connections
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// I will think about it on the next revision, so far we use the locks only for rooms so we are ok...
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if s.rooms[roomName] != nil {
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for i := range s.rooms[roomName] {
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if s.rooms[roomName][i] == connID {
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s.rooms[roomName] = append(s.rooms[roomName][:i], s.rooms[roomName][i+1:]...)
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left = true
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break
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}
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}
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if len(s.rooms[roomName]) == 0 { // if room is empty then delete it
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delete(s.rooms, roomName)
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}
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}
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if left {
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// fire the on room leave connection's listeners,
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// the existence check is not necessary here.
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if c, ok := s.getConnection(connID); ok {
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c.fireOnLeave(roomName)
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}
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}
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return
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}
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// GetTotalConnections returns the number of total connections
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func (s *Server) GetTotalConnections() (n int) {
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s.mu.RLock()
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n = len(s.connections)
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s.mu.RUnlock()
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return
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}
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// GetConnections returns all connections
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func (s *Server) GetConnections() []Connection {
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s.mu.RLock()
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conns := make([]Connection, len(s.connections))
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i := 0
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for _, c := range s.connections {
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conns[i] = c
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i++
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}
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s.mu.RUnlock()
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return conns
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}
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// GetConnection returns single connection
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func (s *Server) GetConnection(connID string) Connection {
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conn, ok := s.getConnection(connID)
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if !ok {
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return nil
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}
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return conn
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}
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// GetConnectionsByRoom returns a list of Connection
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// which are joined to this room.
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func (s *Server) GetConnectionsByRoom(roomName string) []Connection {
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var conns []Connection
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s.mu.RLock()
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if connIDs, found := s.rooms[roomName]; found {
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for _, connID := range connIDs {
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// existence check is not necessary here.
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if conn, ok := s.connections[connID]; ok {
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conns = append(conns, conn)
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}
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}
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}
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s.mu.RUnlock()
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return conns
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}
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// emitMessage is the main 'router' of the messages coming from the connection
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// this is the main function which writes the RAW websocket messages to the client.
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// It sends them(messages) to the correct room (self, broadcast or to specific client)
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//
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// You don't have to use this generic method, exists only for extreme
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// apps which you have an external goroutine with a list of custom connection list.
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//
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// You SHOULD use connection.EmitMessage/Emit/To().Emit/EmitMessage instead.
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// let's keep it unexported for the best.
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func (s *Server) emitMessage(from, to string, data []byte) {
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if to != All && to != Broadcast {
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s.mu.RLock()
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room := s.rooms[to]
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s.mu.RUnlock()
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if room != nil {
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// it suppose to send the message to a specific room/or a user inside its own room
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for _, connectionIDInsideRoom := range room {
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if c, ok := s.getConnection(connectionIDInsideRoom); ok {
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c.writeDefault(data) //send the message to the client(s)
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} else {
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// the connection is not connected but it's inside the room, we remove it on disconnect but for ANY CASE:
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cid := connectionIDInsideRoom
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if c != nil {
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cid = c.id
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}
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s.Leave(cid, to)
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}
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}
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}
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} else {
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s.mu.RLock()
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// it suppose to send the message to all opened connections or to all except the sender.
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for _, conn := range s.connections {
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if to != All && to != conn.id { // if it's not suppose to send to all connections (including itself)
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if to == Broadcast && from == conn.id { // if broadcast to other connections except this
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// here we do the opossite of previous block,
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// just skip this connection when it's suppose to send the message to all connections except the sender.
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continue
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}
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}
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conn.writeDefault(data)
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}
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s.mu.RUnlock()
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}
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}
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// Disconnect force-disconnects a websocket connection based on its connection.ID()
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// What it does?
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// 1. remove the connection from the list
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// 2. leave from all joined rooms
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// 3. fire the disconnect callbacks, if any
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// 4. close the underline connection and return its error, if any.
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//
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// You can use the connection.Disconnect() instead.
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func (s *Server) Disconnect(connID string) (err error) {
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// leave from all joined rooms before remove the actual connection from the list.
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// note: we cannot use that to send data if the client is actually closed.
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s.LeaveAll(connID)
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// remove the connection from the list.
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if conn, ok := s.getConnection(connID); ok {
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atomic.StoreUint32(&conn.disconnected, 1)
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// fire the disconnect callbacks, if any.
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conn.fireDisconnect()
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s.mu.Lock()
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delete(s.connections, conn.id)
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s.mu.Unlock()
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err = conn.underline.Close()
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}
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return
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}
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