This is a general-purpose WebSocket implementation extracted from the Faye project. It provides classes for easily building WebSocket servers and clients in Node. It does not provide a server itself, but rather makes it easy to handle WebSocket connections within an existing Node application. It does not provide any abstraction other than the standard WebSocket API.
It also provides an abstraction for handling EventSource connections, which are one-way connections that allow the server to push data to the client. They are based on streaming HTTP responses and can be easier to access via proxies than WebSockets.
$ npm install faye-websocket
You can handle WebSockets on the server side by listening for HTTP Upgrade requests, and creating a new socket for the request. This socket object exposes the usual WebSocket methods for receiving and sending messages. For example this is how you'd implement an echo server:
var WebSocket = require('faye-websocket'),
http = require('http');
var server = http.createServer();
server.on('upgrade', function(request, socket, body) {
if (WebSocket.isWebSocket(request)) {
var ws = new WebSocket(request, socket, body);
ws.on('message', function(event) {
ws.send(event.data);
});
ws.on('close', function(event) {
console.log('close', event.code, event.reason);
ws = null;
});
}
});
server.listen(8000);
WebSocket
objects are also duplex streams, so you could replace the
ws.on('message', ...)
line with:
ws.pipe(ws);
Note that under certain circumstances (notably a draft-76 client connecting
through an HTTP proxy), the WebSocket handshake will not be complete after you
call new WebSocket()
because the server will not have received the entire
handshake from the client yet. In this case, calls to ws.send()
will buffer
the message in memory until the handshake is complete, at which point any
buffered messages will be sent to the client.
If you need to detect when the WebSocket handshake is complete, you can use the
onopen
event.
If the connection's protocol version supports it, you can call ws.ping()
to
send a ping message and wait for the client's response. This method takes a
message string, and an optional callback that fires when a matching pong
message is received. It returns true
iff a ping message was sent. If the
client does not support ping/pong, this method sends no data and returns
false
.
ws.ping('Mic check, one, two', function() {
// fires when pong is received
});
The client supports both the plain-text ws
protocol and the encrypted wss
protocol, and has exactly the same interface as a socket you would use in a web
browser. On the wire it identifies itself as hybi-13
.
var WebSocket = require('faye-websocket'),
ws = new WebSocket.Client('ws://www.example.com/');
ws.on('open', function(event) {
console.log('open');
ws.send('Hello, world!');
});
ws.on('message', function(event) {
console.log('message', event.data);
});
ws.on('close', function(event) {
console.log('close', event.code, event.reason);
ws = null;
});
The WebSocket protocol allows peers to select and identify the application protocol to use over the connection. On the client side, you can set which protocols the client accepts by passing a list of protocol names when you construct the socket:
var ws = new WebSocket.Client('ws://www.example.com/', ['irc', 'amqp']);
On the server side, you can likewise pass in the list of protocols the server supports after the other constructor arguments:
var ws = new WebSocket(request, socket, body, ['irc', 'amqp']);
If the client and server agree on a protocol, both the client- and server-side
socket objects expose the selected protocol through the ws.protocol
property.
Both server- and client-side WebSocket
objects support the following API.
on('open', function(event) {})
fires when the socket connection is established. Event has no attributes.on('message', function(event) {})
fires when the socket receives a message. Event has one attribute,data
, which is either aString
(for text frames) or aBuffer
(for binary frames).on('error', function(event) {})
fires when there is a protocol error due to bad data sent by the other peer. This event is purely informational, you do not need to implement error recover.on('close', function(event) {})
fires when either the client or the server closes the connection. Event has two optional attributes,code
andreason
, that expose the status code and message sent by the peer that closed the connection.send(message)
accepts either aString
or aBuffer
and sends a text or binary message over the connection to the other peer.ping(message = '', function() {})
sends a ping frame with an optional message and fires the callback when a matching pong is received.close(code, reason)
closes the connection, sending the given status code and reason text, both of which are optional.version
is a string containing the version of theWebSocket
protocol the connection is using.protocol
is a string (which may be empty) identifying the subprotocol the socket is using.
EventSource connections provide a very similar interface, although because they
only allow the server to send data to the client, there is no onmessage
API.
EventSource allows the server to push text messages to the client, where each
message has an optional event-type and ID.
var WebSocket = require('faye-websocket'),
EventSource = WebSocket.EventSource,
http = require('http');
var server = http.createServer();
server.on('request', function(request, response) {
if (EventSource.isEventSource(request)) {
var es = new EventSource(request, response);
console.log('open', es.url, es.lastEventId);
// Periodically send messages
var loop = setInterval(function() { es.send('Hello') }, 1000);
es.on('close', function() {
clearInterval(loop);
es = null;
});
} else {
// Normal HTTP request
response.writeHead(200, {'Content-Type': 'text/plain'});
response.end('Hello');
}
});
server.listen(8000);
The send
method takes two optional parameters, event
and id
. The default
event-type is 'message'
with no ID. For example, to send a notification
event with ID 99
:
es.send('Breaking News!', {event: 'notification', id: '99'});
The EventSource
object exposes the following properties:
url
is a string containing the URL the client used to create the EventSource.lastEventId
is a string containing the last event ID received by the client. You can use this when the client reconnects after a dropped connection to determine which messages need resending.
When you initialize an EventSource with new EventSource()
, you can pass
configuration options after the response
parameter. Available options are:
retry
is a number that tells the client how long (in seconds) it should wait after a dropped connection before attempting to reconnect.ping
is a number that tells the server how often (in seconds) to send 'ping' packets to the client to keep the connection open, to defeat timeouts set by proxies. The client will ignore these messages.
For example, this creates a connection that pings every 15 seconds and is retryable every 10 seconds if the connection is broken:
var es = new EventSource(request, response, {ping: 15, retry: 10});
You can send a ping message at any time by calling es.ping()
. Unlike
WebSocket, the client does not send a response to this; it is merely to send
some data over the wire to keep the connection alive.
(The MIT License)
Copyright (c) 2010-2013 James Coglan
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the 'Software'), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.