216 lines
8.1 KiB
JavaScript
216 lines
8.1 KiB
JavaScript
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/************************************************************************
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* Copyright 2010-2011 Worlize Inc.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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***********************************************************************/
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var extend = require('./utils').extend;
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var util = require('util');
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var EventEmitter = require('events').EventEmitter;
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var WebSocketRequest = require('./WebSocketRequest');
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var Constants = require('./Constants');
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var WebSocketServer = function WebSocketServer(config) {
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this._handlers = {
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upgrade: this.handleUpgrade.bind(this),
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requestAccepted: this.handleRequestAccepted.bind(this)
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};
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this.connections = [];
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if (config) {
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this.mount(config);
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}
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};
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util.inherits(WebSocketServer, EventEmitter);
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WebSocketServer.prototype.mount = function(config) {
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this.config = {
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// The http server instance to attach to. Required.
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httpServer: null,
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// 64KiB max frame size.
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maxReceivedFrameSize: 0x10000,
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// 1MiB max message size, only applicable if
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// assembleFragments is true
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maxReceivedMessageSize: 0x100000,
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// Outgoing messages larger than fragmentationThreshold will be
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// split into multiple fragments.
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fragmentOutgoingMessages: true,
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// Outgoing frames are fragmented if they exceed this threshold.
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// Default is 16KiB
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fragmentationThreshold: 0x4000,
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// If true, the server will automatically send a ping to all
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// clients every 'keepaliveInterval' milliseconds. The timer is
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// reset on any received data from the client.
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keepalive: true,
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// The interval to send keepalive pings to connected clients if the
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// connection is idle. Any received data will reset the counter.
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keepaliveInterval: 20000,
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// If true, the server will consider any connection that has not
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// received any data within the amount of time specified by
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// 'keepaliveGracePeriod' after a keepalive ping has been sent to
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// be dead, and will drop the connection.
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// Ignored if keepalive is false.
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dropConnectionOnKeepaliveTimeout: true,
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// The amount of time to wait after sending a keepalive ping before
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// closing the connection if the connected peer does not respond.
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// Ignored if keepalive is false.
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keepaliveGracePeriod: 10000,
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// Whether to use native TCP keep-alive instead of WebSockets ping
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// and pong packets. Native TCP keep-alive sends smaller packets
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// on the wire and so uses bandwidth more efficiently. This may
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// be more important when talking to mobile devices.
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// If this value is set to true, then these values will be ignored:
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// keepaliveGracePeriod
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// dropConnectionOnKeepaliveTimeout
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useNativeKeepalive: false,
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// If true, fragmented messages will be automatically assembled
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// and the full message will be emitted via a 'message' event.
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// If false, each frame will be emitted via a 'frame' event and
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// the application will be responsible for aggregating multiple
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// fragmented frames. Single-frame messages will emit a 'message'
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// event in addition to the 'frame' event.
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// Most users will want to leave this set to 'true'
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assembleFragments: true,
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// If this is true, websocket connections will be accepted
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// regardless of the path and protocol specified by the client.
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// The protocol accepted will be the first that was requested
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// by the client. Clients from any origin will be accepted.
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// This should only be used in the simplest of cases. You should
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// probably leave this set to 'false' and inspect the request
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// object to make sure it's acceptable before accepting it.
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autoAcceptConnections: false,
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// The Nagle Algorithm makes more efficient use of network resources
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// by introducing a small delay before sending small packets so that
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// multiple messages can be batched together before going onto the
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// wire. This however comes at the cost of latency, so the default
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// is to disable it. If you don't need low latency and are streaming
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// lots of small messages, you can change this to 'false'
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disableNagleAlgorithm: true,
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// The number of milliseconds to wait after sending a close frame
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// for an acknowledgement to come back before giving up and just
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// closing the socket.
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closeTimeout: 5000
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};
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extend(this.config, config);
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// this.httpServer = httpServer;
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// if (typeof(pathRegExp) === 'string') {
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// pathRegExp = new RegExp('^' + pathRegExp + '$');
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// }
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// this.pathRegExp = pathRegExp;
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// this.protocol = protocol;
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if (this.config.httpServer) {
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this.config.httpServer.on('upgrade', this._handlers.upgrade);
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}
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else {
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throw new Error("You must specify an httpServer on which to mount the WebSocket server.")
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}
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};
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WebSocketServer.prototype.unmount = function() {
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this.config.httpServer.removeListener('upgrade', this._handlers.upgrade);
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};
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WebSocketServer.prototype.closeAllConnections = function() {
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this.connections.forEach(function(connection) {
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connection.close();
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});
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};
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WebSocketServer.prototype.broadcast = function(data) {
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if (Buffer.isBuffer(data)) {
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this.broadcastBytes(data);
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}
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else if (typeof(data.toString) === 'function') {
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this.broadcastUTF(data);
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}
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};
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WebSocketServer.prototype.broadcastUTF = function(utfData) {
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this.connections.forEach(function(connection) {
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connection.sendUTF(utfData);
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});
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};
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WebSocketServer.prototype.broadcastBytes = function(binaryData) {
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this.connections.forEach(function(connection) {
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connection.sendBytes(binaryData);
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});
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};
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WebSocketServer.prototype.shutDown = function() {
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this.unmount();
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this.closeAllConnections();
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};
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WebSocketServer.prototype.handleUpgrade = function(request, socket, head) {
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var wsRequest = new WebSocketRequest(socket, request, this.config);
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try {
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wsRequest.readHandshake();
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}
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catch(e) {
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wsRequest.reject(
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e.httpCode ? e.httpCode : 400,
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e.message,
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e.headers
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);
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if (Constants.DEBUG) {
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console.error((new Date()) + " WebSocket: Invalid handshake: " + e.message);
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}
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return;
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}
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wsRequest.once('requestAccepted', this._handlers.requestAccepted);
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if (!this.config.autoAcceptConnections && this.listeners('request').length > 0) {
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this.emit('request', wsRequest);
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}
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else if (this.config.autoAcceptConnections) {
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wsRequest.accept(wsRequest.requestedProtocols[0], wsRequest.origin);
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}
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else {
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wsRequest.reject(404, "No handler is configured to accept the connection.");
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}
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};
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WebSocketServer.prototype.handleRequestAccepted = function(connection) {
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var self = this;
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connection.once('close', function(closeReason, description) {
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self.handleConnectionClose(connection, closeReason, description);
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});
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this.connections.push(connection);
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this.emit('connect', connection);
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};
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WebSocketServer.prototype.handleConnectionClose = function(connection, closeReason, description) {
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var index = this.connections.indexOf(connection);
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if (index !== -1) {
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this.connections.splice(index, 1);
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}
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this.emit('close', connection, closeReason, description);
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};
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module.exports = WebSocketServer;
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