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zishang520

Engine.IO: the realtime engine for golang

GoDoc

Engine.IO is the implementation of transport-based
cross-browser/cross-device bi-directional communication layer for
Socket.IO for golang.

How to use

Server

(A) Listening on a port

package main

import (
    "github.com/zishang520/engine.io/config"
    "github.com/zishang520/engine.io/engine"
    "github.com/zishang520/engine.io/types"
    "github.com/zishang520/engine.io/utils"
    "os"
    "os/signal"
    "strings"
    "syscall"
)

func main() {
    utils.Log().DEBUG = true

    serverOptions := &config.ServerOptions{}
    serverOptions.SetAllowEIO3(true)
    serverOptions.SetCors(&types.Cors{
        Origin:      "*",
        Credentials: true,
    })

    engineServer := engine.Listen("127.0.0.1:4444", serverOptions, nil)
    engineServer.On("connection", func(sockets ...interface{}) {
        socket := sockets[0].(engine.Socket)
        socket.Send(strings.NewReader("utf 8 string"), nil, nil)
        socket.Send(types.NewBytesBuffer([]byte{0, 1, 2, 3, 4, 5}), nil, nil)
        socket.Send(types.NewBytesBufferString("BufferString by string"), nil, nil)
        socket.Send(types.NewStringBuffer([]byte("StringBuffer by byte")), nil, nil)
        socket.Send(types.NewStringBufferString("StringBuffer by string"), nil, nil)
        socket.On("message", func(...interface{}) {
            // socket.Send(strings.NewReader("utf 8 string"), nil, nil)
        })
    })
    utils.Log().Println("%v", engineServer)

    exit := make(chan struct{})
    SignalC := make(chan os.Signal)

    signal.Notify(SignalC, syscall.SIGHUP, syscall.SIGINT, syscall.SIGTERM, syscall.SIGQUIT)
    go func() {
        for s := range SignalC {
            switch s {
            case syscall.SIGHUP, syscall.SIGINT, syscall.SIGTERM, syscall.SIGQUIT:
                close(exit)
            }
        }
    }()

    <-exit
    os.Exit(0)
}

(B) Intercepting requests for a types.HttpServer

package main

import (
    "github.com/zishang520/engine.io/config"
    "github.com/zishang520/engine.io/engine"
    "github.com/zishang520/engine.io/types"
    "github.com/zishang520/engine.io/utils"
    "os"
    "os/signal"
    "syscall"
)

func main() {
    utils.Log().DEBUG = true

    serverOptions := &config.ServerOptions{}
    serverOptions.SetAllowEIO3(true)
    serverOptions.SetCors(&types.Cors{
        Origin:      "*",
        Credentials: true,
    })

    http := types.CreateServer(nil).Listen("127.0.0.1:4444", nil)

    engineServer := engine.Attach(http, serverOptions)

    engineServer.On("connection", func(sockets ...interface{}) {
        socket := sockets[0].(engine.Socket)
        socket.On("message", func(...interface{}) {
        })
        socket.On("close", func(...interface{}) {
            utils.Log().Println("client close.")
        })
    })
    utils.Log().Println("%v", engineServer)

    exit := make(chan struct{})
    SignalC := make(chan os.Signal)

    signal.Notify(SignalC, syscall.SIGHUP, syscall.SIGINT, syscall.SIGTERM, syscall.SIGQUIT)
    go func() {
        for s := range SignalC {
            switch s {
            case syscall.SIGHUP, syscall.SIGINT, syscall.SIGTERM, syscall.SIGQUIT:
                close(exit)
            }
        }
    }()

    <-exit
    os.Exit(0)
}

(C) Passing in requests

package main

import (
    "github.com/gorilla/websocket"
    "github.com/zishang520/engine.io/config"
    "github.com/zishang520/engine.io/engine"
    "github.com/zishang520/engine.io/types"
    "github.com/zishang520/engine.io/utils"
    "net/http"
    "os"
    "os/signal"
    "syscall"
)

func main() {
    utils.Log().DEBUG = true

    serverOptions := &config.ServerOptions{}
    serverOptions.SetAllowEIO3(true)
    serverOptions.SetCors(&types.Cors{
        Origin:      "*",
        Credentials: true,
    })

    httpServer := types.CreateServer(nil).Listen("127.0.0.1:4444", nil)

    engineServer := engine.New(serverOptions)

    httpServer.HandleFunc("/", func(w http.ResponseWriter, r *http.Request) {
        if !websocket.IsWebSocketUpgrade(r) {
            engineServer.HandleRequest(types.NewHttpContext(w, r))
        } else if engineServer.Opts().Transports().Has("websocket") {
            engineServer.HandleUpgrade(types.NewHttpContext(w, r))
        } else {
            httpServer.DefaultHandler.ServeHTTP(w, r)
        }
    })

    engineServer.On("connection", func(sockets ...interface{}) {
        socket := sockets[0].(engine.Socket)
        socket.On("message", func(...interface{}) {
        })
        socket.On("close", func(...interface{}) {
            utils.Log().Println("client close.")
        })
    })
    utils.Log().Println("%v", engineServer)

    exit := make(chan struct{})
    SignalC := make(chan os.Signal)

    signal.Notify(SignalC, syscall.SIGHUP, syscall.SIGINT, syscall.SIGTERM, syscall.SIGQUIT)
    go func() {
        for s := range SignalC {
            switch s {
            case syscall.SIGHUP, syscall.SIGINT, syscall.SIGTERM, syscall.SIGQUIT:
                close(exit)
            }
        }
    }()

    <-exit
    httpServer.Close(nil)
    os.Exit(0)
}

Client

<script src="engine.io.js"></script>
<script>
  const socket = new eio.Socket('ws://localhost:4444');
  socket.on('open', () => {
    socket.on('message', data => {});
    socket.on('close', () => {});
  });
</script>

For more information on the client refer to the
engine-client repository.

What features does it have?

  • Support engine-client 3+

API

Server



Top-level

These are exposed by import github.com/zishang520/engine.io/engine":

Events
  • flush
    • Called when a socket buffer is being flushed.
    • Arguments
      • engine.Socket: socket being flushed
      • []*packet.Packet: write buffer
  • drain
    • Called when a socket buffer is drained
    • Arguments
      • engine.Socket: socket being flushed
Properties
  • Protocol (int): protocol revision number
  • Server: Server class constructor
  • Socket: Socket class constructor
Methods
  • ()

    • Returns a new Server instance. If the first argument is an types.HttpServer then the
      new Server instance will be attached to it. Otherwise, the arguments are passed
      directly to the Server constructor.
    • Parameters
      • *types.HttpServer: optional, server to attach to.
      • interface{}: optional, options object (see *config.Server#constructor api docs below)

    The following are identical ways to instantiate a server and then attach it.

import github.com/zishang520/engine.io/engine"
import github.com/zishang520/engine.io/config"

var httpServer *types.HttpServer // previously created with `types.CreateServer(nil);`.
var eioServer engine.Server

// create a server first, and then attach
eioServer = engine.NewServer(nil)
eioServer.Attach(httpServer)

// or call the module as a function to get `Server`
eioServer = engine.New(nil)
eioServer.Attach(httpServer)

// immediately attach
eioServer = engine.New(httpServer)

// with custom options
c := &config.ServerOptions{}
c.SetMaxHttpBufferSize(1e3)
eioServer = engine.New(httpServer, c)
  • listen
    • Creates an types.HttpServer which listens on the given port and attaches WS
      to it. It returns 501 Not Implemented for regular http requests.
    • Parameters
      • string: address to listen on.
      • interface{}: optional, options object
      • func(): callback for listen.
    • Options
      • All options from engine.Server.Attach method, documented below.
      • Additionally See Server New below for options you can pass for creating the new Server
    • Returns engine.Server
import "github.com/zishang520/engine.io/engine"
import "github.com/zishang520/engine.io/config"

c := &config.ServerOptions{}
c.SetPingTimeout(2000)
c.SetPingInterval(10000)

const server = engine.Listen("127.0.0.1:3000", c);

server.On('connection', func(...interface{}) {});
  • Attach
    • Captures upgrade requests for a types.HttpServer. In other words, makes
      a regular http.Server WebSocket-compatible.
    • Parameters
      • *types.HttpServer: server to attach to.
      • interface{}: optional, options object
    • Options
      • All options from engine.Server.attach method, documented below.
      • Additionally See Server New below for options you can pass for creating the new Server
    • Returns engine.Server a new Server instance.

Server

The main server/manager. Inherits from EventEmitter.

Events
  • connection

    • Fired when a new connection is established.
    • Arguments
      • engine.Socket: a Socket object
  • initial_headers

    • Fired on the first request of the connection, before writing the response headers
    • Arguments
      • headers (map[string]string): a hash of headers
      • ctx (*types.HttpContext): the request
  • headers

    • Fired on the all requests of the connection, before writing the response headers
    • Arguments
      • headers (map[string]string): a hash of headers
      • ctx (*types.HttpContext): the request
  • connection_error

    • Fired when an error occurs when establishing the connection.
    • Arguments
      • types.ErrorMessage: an object with following properties:
      • req (*types.HttpContext): the request that was dropped
      • code (int): one of Server.errors
      • message (string): one of Server.errorMessages
      • context (map[string]interface{}): extra info about the error
Code Message
-1 "Ok"
0 "Transport unknown"
1 "Session ID unknown"
2 "Bad handshake method"
3 "Bad request"
4 "Forbidden"
5 "Unsupported protocol version"
Methods
  • Clients() (*sync.Map): hash of connected clients by id.
  • ClientsCount() (uint64): number of connected clients.

...

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