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5855568794
Former-commit-id: f63083ed6924b4ed13ea9585501b0c032c1194c1
393 lines
13 KiB
Go
393 lines
13 KiB
Go
package websocket
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import (
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"sync"
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"github.com/kataras/iris/context"
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"github.com/gorilla/websocket"
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)
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type connectionKV struct {
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key string // the connection ID
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value *connection
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}
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type connections []connectionKV
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func (cs *connections) add(key string, value *connection) {
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args := *cs
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n := len(args)
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// check if already id/key exist, if yes replace the conn
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for i := 0; i < n; i++ {
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kv := &args[i]
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if kv.key == key {
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kv.value = value
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return
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}
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}
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c := cap(args)
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// make the connections slice bigger and put the conn
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if c > n {
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args = args[:n+1]
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kv := &args[n]
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kv.key = key
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kv.value = value
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*cs = args
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return
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}
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// append to the connections slice and put the conn
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kv := connectionKV{}
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kv.key = key
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kv.value = value
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*cs = append(args, kv)
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}
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func (cs *connections) get(key string) *connection {
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args := *cs
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n := len(args)
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for i := 0; i < n; i++ {
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kv := &args[i]
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if kv.key == key {
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return kv.value
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}
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}
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return nil
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}
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// returns the connection which removed and a bool value of found or not
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// the connection is useful to fire the disconnect events, we use that form in order to
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// make work things faster without the need of get-remove, just -remove should do the job.
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func (cs *connections) remove(key string) (*connection, bool) {
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args := *cs
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n := len(args)
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for i := 0; i < n; i++ {
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kv := &args[i]
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if kv.key == key {
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conn := kv.value
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// we found the index,
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// let's remove the item by appending to the temp and
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// after set the pointer of the slice to this temp args
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args = append(args[:i], args[i+1:]...)
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*cs = args
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return conn, true
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}
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}
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return nil, false
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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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connections connections
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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.Mutex // for rooms
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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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handler context.Handler
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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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return &Server{
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config: cfg.Validate(),
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rooms: make(map[string][]string, 0),
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onConnectionListeners: make([]ConnectionFunc, 0),
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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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// build the upgrader once
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c := s.config
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upgrader := websocket.Upgrader{
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HandshakeTimeout: c.HandshakeTimeout,
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ReadBufferSize: c.ReadBufferSize,
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WriteBufferSize: c.WriteBufferSize,
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Error: c.Error,
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CheckOrigin: c.CheckOrigin,
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Subprotocols: c.Subprotocols,
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EnableCompression: c.EnableCompression,
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}
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return func(ctx context.Context) {
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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.
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conn, err := upgrader.Upgrade(ctx.ResponseWriter(), ctx.Request(), ctx.ResponseWriter().Header())
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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
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}
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s.handleConnection(ctx, conn)
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}
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}
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// handleConnection creates & starts to listening to a new connection
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func (s *Server) handleConnection(ctx context.Context, websocketConn UnderlineConnection) {
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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 := newConnection(ctx, s, websocketConn, cid)
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// add the connection to the Server's list
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s.connections.add(cid, c)
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// join to itself
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s.Join(c.ID(), c.ID())
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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
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c.startPinger()
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// start the messages reader
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c.startReader()
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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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c := s.connections.get(connID)
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return c != nil
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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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// 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, connectionIDs := range s.rooms {
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for i := range connectionIDs {
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if connectionIDs[i] == connID {
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// fire the on room leave connection's listeners
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s.connections.get(connID).fireOnLeave(name)
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// the connection is inside this room, lets remove it
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s.rooms[name][i] = s.rooms[name][len(s.rooms[name])-1]
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s.rooms[name] = s.rooms[name][:len(s.rooms[name])-1]
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}
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}
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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][i] = s.rooms[roomName][len(s.rooms[roomName])-1]
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s.rooms[roomName] = s.rooms[roomName][:len(s.rooms[roomName])-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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s.connections.get(connID).fireOnLeave(roomName)
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}
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return
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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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s.mu.Lock()
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var conns []Connection
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if connIDs, found := s.rooms[roomName]; found {
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for _, connID := range connIDs {
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conns = append(conns, s.connections.get(connID))
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}
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}
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s.mu.Unlock()
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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 && s.rooms[to] != 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 s.rooms[to] {
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if c := s.connections.get(connectionIDInsideRoom); c != nil {
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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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} else {
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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 _, cKV := range s.connections {
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connID := cKV.key
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if to != All && to != connID { // if it's not suppose to send to all connections (including itself)
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if to == Broadcast && from == connID { // if broadcast to other connections except this
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continue //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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}
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}
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// send to the client(s) when the top validators passed
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cKV.value.writeDefault(data)
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}
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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 c, ok := s.connections.remove(connID); ok {
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if !c.disconnected {
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c.disconnected = true
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// stop the ping timer
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c.pinger.Stop()
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// fire the disconnect callbacks, if any
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c.fireDisconnect()
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// close the underline connection and return its error, if any.
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err = c.underline.Close()
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}
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}
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return
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}
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