Bring over stream_client_nodejs from starseed branch. Manually merge changes that have accumulated in stream_client_sockjs since starseed forked off.

This commit is contained in:
Geoff Schmidt
2013-03-28 06:14:02 -07:00
committed by Naomi Seyfer
parent e710338a94
commit 71dd67b90d
3 changed files with 314 additions and 3 deletions

View File

@@ -13,6 +13,11 @@
"from": "faye-websocket@0.4.0"
}
}
},
"websocket": {
"version": "1.0.7",
"from": "websocket@1.0.7",
"resolved": "https://registry.npmjs.org/websocket/-/websocket-1.0.7.tgz"
}
}
}

View File

@@ -3,7 +3,8 @@ Package.describe({
internal: true
});
Npm.depends({sockjs: "0.3.4"});
Npm.depends({sockjs: "0.3.4",
websocket: "1.0.7"});
Package.on_use(function (api) {
api.use(['random', 'ejson', 'json', 'underscore', 'deps', 'logging'],
@@ -12,8 +13,9 @@ Package.on_use(function (api) {
// Transport
api.use('reload', 'client');
api.use('routepolicy', 'server');
api.add_files('sockjs-0.3.4.js', 'client');
api.add_files('stream_client_sockjs.js', 'client');
api.add_files(['sockjs-0.3.4.js',
'stream_client_sockjs.js'], 'client');
api.add_files('stream_client_nodejs.js', 'client');
api.add_files('stream_server.js', 'server');
// livedata_connection.js uses a Minimongo collection internally to

View File

@@ -0,0 +1,304 @@
// WebSocket-Node https://github.com/Worlize/WebSocket-Node
// Chosen because it can run without native components. It has a
// somewhat idiosyncratic API. We may want to use 'ws' instead in the
// future.
var WebSocketClient = Npm.require('websocket').client;
// @param endpoint {String} URL to Meteor app
// "http://subdomain.meteor.com/" or "/" or
// "ddp+sockjs://foo-**.meteor.com/sockjs"
//
// -> Unlike the client, we require something of the form 'mysite.com',
// which we will map to 'ws(s)://mysite.com/websocket'
//
// We don't do any heartbeating. (The logic that did this in sockjs
// was removed, because it used a built-in sockjs mechanism. We could
// do it with WebSocket ping frames or with DDP-level messages.)
Meteor._Stream = function (endpoint) {
var self = this;
self.client = new WebSocketClient;
self.endpoint = endpoint;
self.currentConnection = null;
self.eventCallbacks = {}; // name -> [callback]
self._forcedToDisconnect = false;
self.client.on('connect', function (connection) {
return self._onConnect(connection);
});
//// Constants
// how long to wait until we declare the connection attempt
// failed.
self.CONNECT_TIMEOUT = 10000;
// time for initial reconnect attempt.
self.RETRY_BASE_TIMEOUT = 1000;
// exponential factor to increase timeout each attempt.
self.RETRY_EXPONENT = 2.2;
// maximum time between reconnects.
self.RETRY_MAX_TIMEOUT = 1800000; // 30min.
// time to wait for the first 2 retries. this helps page reload
// speed during dev mode restarts, but doesn't hurt prod too
// much (due to CONNECT_TIMEOUT)
self.RETRY_MIN_TIMEOUT = 10;
// how many times to try to reconnect 'instantly'
self.RETRY_MIN_COUNT = 2;
// fuzz factor to randomize reconnect times by. avoid reconnect
// storms.
self.RETRY_FUZZ = 0.5; // +- 25%
//// Reactive status
self.currentStatus = {
status: "connecting", connected: false, retryCount: 0
};
self.statusListeners = window.Deps && new Deps.Dependency;
self.statusChanged = function () {
if (self.statusListeners)
self.statusListeners.changed();
};
self.expectingWelcome = false;
//// Retry logic
self.retryTimer = null;
self.connectionTimer = null;
//// Kickoff!
self._launchConnection();
};
_.extend(Meteor._Stream, {
_endpointToUrl: function (endpoint) {
// XXX should be secure!
// among other problems
return 'ws://' + endpoint + '/websocket';
}
});
_.extend(Meteor._Stream.prototype, {
// Register for callbacks.
on: function (name, callback) {
var self = this;
if (name !== 'message' && name !== 'reset' && name !== 'update_available')
throw new Error("unknown event type: " + name);
if (!self.eventCallbacks[name])
self.eventCallbacks[name] = [];
self.eventCallbacks[name].push(callback);
},
// data is a utf8 string. Data sent while not connected is dropped on
// the floor, and it is up the user of this API to retransmit lost
// messages on 'reset'
send: function (data) {
var self = this;
if (self.currentStatus.connected) {
self.currentConnection.send(data);
}
},
// Get current status. Reactive.
status: function () {
var self = this;
if (self.statusListeners)
self.statusListeners.depend();
return self.currentStatus;
},
// Trigger a reconnect.
reconnect: function (options) {
var self = this;
if (self.currentStatus.connected) {
if (options && options._force) {
// force reconnect.
self._lostConnection();
} // else, noop.
return;
}
// if we're mid-connection, stop it.
if (self.currentStatus.status === "connecting") {
self._lostConnection();
}
if (self.retryTimer)
clearTimeout(self.retryTimer);
self.retryTimer = null;
self.currentStatus.retryCount -= 1; // don't count manual retries
self._retryNow();
},
_onConnect: function (connection) {
var self = this;
if (self.currentStatus.connected) {
// We already have a connection. It must have been the case that
// we started two parallel connection attempts (because we
// wanted to 'reconnect now' on a hanging connection and we had
// no way to cancel the connection attempt.) Just ignore/close
// the latecomer.
connection.close();
return;
}
if (self.connectionTimer) {
clearTimeout(self.connectionTimer);
self.connectionTimer = null;
}
connection.on('error', function (error) {
if (self.currentConnection !== this)
return;
Meteor._debug("stream error", error.toString(),
(new Date()).toDateString());
self._lostConnection();
});
connection.on('close', function () {
if (self.currentConnection !== this)
return;
self._lostConnection();
});
self.expectingWelcome = true;
connection.on('message', function (message) {
if (self.currentConnection !== this)
return; // old connection still emitting messages
if (self.expectingWelcome) {
// Discard the first message that comes across the
// connection. It is the hot code push version identifier and
// is not actually part of DDP.
self.expectingWelcome = false;
return;
}
if (message.type === "utf8") // ignore binary frames
_.each(self.eventCallbacks.message, function (callback) {
callback(message.utf8Data);
});
});
// update status
self.currentConnection = connection;
self.currentStatus.status = "connected";
self.currentStatus.connected = true;
self.currentStatus.retryCount = 0;
self.statusChanged();
// fire resets. This must come after status change so that clients
// can call send from within a reset callback.
_.each(self.eventCallbacks.reset, function (callback) { callback(); });
},
_cleanupConnection: function () {
var self = this;
self.clearConnectionTimer();
if (self.currentConnection) {
self.currentConnection.close();
self.currentConnection = null;
}
},
_clearConnectionTimer: function () {
var self = this;
if (self.connectionTimer) {
clearTimeout(self.connectionTimer);
self.connectionTimer = null;
}
},
forceDisconnect: function (optionalErrorMessage) {
var self = this;
self._forcedToDisconnect = true;
self._cleanupConnection();
if (self.retryTimer) {
clearTimeout(self.retryTimer);
self.retryTimer = null;
}
self.currentStatus = {
status: "failed",
connected: false,
retryCount: 0,
// XXX Backwards compatibility only. Remove this before 1.0.
retry_count: 0
};
if (optionalErrorMessage)
self.currentStatus.reason = optionalErrorMessage;
self.statusChanged();
},
_retryTimeout: function (count) {
var self = this;
if (count < self.RETRY_MIN_COUNT)
return self.RETRY_MIN_TIMEOUT;
var timeout = Math.min(
self.RETRY_MAX_TIMEOUT,
self.RETRY_BASE_TIMEOUT * Math.pow(self.RETRY_EXPONENT, count));
// fuzz the timeout randomly, to avoid reconnect storms when a
// server goes down.
timeout = timeout * ((Random.fraction() * self.RETRY_FUZZ) +
(1 - self.RETRY_FUZZ/2));
return timeout;
},
_retryLater: function () {
var self = this;
var timeout = self._retryTimeout(self.currentStatus.retryCount);
if (self.retryTimer)
clearTimeout(self.retryTimer);
self.retryTimer = setTimeout(_.bind(self._retryNow, self), timeout);
self.currentStatus.status = "waiting";
self.currentStatus.connected = false;
self.currentStatus.retryTime = (new Date()).getTime() + timeout;
self.statusChanged();
},
_retryNow: function () {
var self = this;
if (self._forcedToDisconnect)
return;
self.currentStatus.retryCount += 1;
self.currentStatus.status = "connecting";
self.currentStatus.connected = false;
delete self.currentStatus.retryTime;
self.statusChanged();
self._launchConnection();
},
_launchConnection: function () {
var self = this;
self._cleanupConnection(); // cleanup the old socket, if there was one.
// launch a connect attempt. we have no way to track it. we either
// get an _onConnect event, or we don't.
// we would like to specify 'ddp' as the protocol here, but
// unfortunately WebSocket-Node fails the handshake if we ask for
// a protocol and the server doesn't send one back (and sockjs
// doesn't). also, related: I guess we have to accept that
// 'stream' is ddp-specific
self.client.connect(Meteor._Stream._endpointToUrl(self.endpoint));
if (self.connectionTimer)
clearTimeout(self.connectionTimer);
self.connectionTimer = setTimeout(
_.bind(self._lostConnection, self),
self.CONNECT_TIMEOUT);
}
});