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# Engine.IO: the realtime engine
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[![Build Status](https://travis-ci.org/socketio/engine.io.svg?branch=master)](http://travis-ci.org/socketio/engine.io)
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[![NPM version](https://badge.fury.io/js/engine.io.svg)](http://badge.fury.io/js/engine.io)
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`Engine.IO` is the implementation of transport-based
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cross-browser/cross-device bi-directional communication layer for
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[Socket.IO](http://github.com/socketio/socket.io).
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## How to use
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### Server
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#### (A) Listening on a port
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```js
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var engine = require('engine.io');
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var server = engine.listen(80);
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server.on('connection', function(socket){
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  socket.send('utf 8 string');
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  socket.send(new Buffer([0, 1, 2, 3, 4, 5])); // binary data
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});
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```
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#### (B) Intercepting requests for a http.Server
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```js
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var engine = require('engine.io');
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var http = require('http').createServer().listen(3000);
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var server = engine.attach(http);
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server.on('connection', function (socket) {
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  socket.on('message', function(data){ });
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  socket.on('close', function(){ });
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});
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```
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#### (C) Passing in requests
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```js
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var engine = require('engine.io');
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var server = new engine.Server();
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server.on('connection', function(socket){
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  socket.send('hi');
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});
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// …
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httpServer.on('upgrade', function(req, socket, head){
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  server.handleUpgrade(req, socket, head);
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});
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httpServer.on('request', function(req, res){
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  server.handleRequest(req, res);
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});
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```
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### Client
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```html
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<script src="/path/to/engine.io.js"></script>
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<script>
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  var socket = new eio.Socket('ws://localhost/');
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  socket.on('open', function(){
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    socket.on('message', function(data){});
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    socket.on('close', function(){});
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  });
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</script>
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```
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For more information on the client refer to the
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[engine-client](http://github.com/learnboost/engine.io-client) repository.
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## What features does it have?
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- **Maximum reliability**. Connections are established even in the presence of:
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  - proxies and load balancers.
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  - personal firewall and antivirus software.
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  - for more information refer to **Goals** and **Architecture** sections
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- **Minimal client size** aided by:
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  - lazy loading of flash transports.
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  - lack of redundant transports.
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- **Scalable**
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  - load balancer friendly
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- **Future proof**
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- **100% Node.JS core style**
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  - No API sugar (left for higher level projects)
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  - Written in readable vanilla JavaScript
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## API
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### Server
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<hr><br>
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#### Top-level
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These are exposed by `require('engine.io')`:
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##### Events
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- `flush`
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    - Called when a socket buffer is being flushed.
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    - **Arguments**
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      - `Socket`: socket being flushed
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      - `Array`: write buffer
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- `drain`
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    - Called when a socket buffer is drained
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    - **Arguments**
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      - `Socket`: socket being flushed
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##### Properties
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- `protocol` _(Number)_: protocol revision number
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- `Server`: Server class constructor
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- `Socket`: Socket class constructor
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- `Transport` _(Function)_: transport constructor
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- `transports` _(Object)_: map of available transports
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##### Methods
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- `()`
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    - Returns a new `Server` instance. If the first argument is an `http.Server` then the
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      new `Server` instance will be attached to it. Otherwise, the arguments are passed
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      directly to the `Server` constructor.
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    - **Parameters**
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      - `http.Server`: optional, server to attach to.
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      - `Object`: optional, options object (see `Server#constructor` api docs below)
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  The following are identical ways to instantiate a server and then attach it.
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  ```js
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  var httpServer; // previously created with `http.createServer();` from node.js api.
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  // create a server first, and then attach
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  var eioServer = require('engine.io').Server();
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  eioServer.attach(httpServer);
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  // or call the module as a function to get `Server`
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  var eioServer = require('engine.io')();
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  eioServer.attach(httpServer);
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  // immediately attach
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  var eioServer = require('engine.io')(httpServer);
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  ```
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- `listen`
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    - Creates an `http.Server` which listens on the given port and attaches WS
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      to it. It returns `501 Not Implemented` for regular http requests.
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    - **Parameters**
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      - `Number`: port to listen on.
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      - `Object`: optional, options object
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      - `Function`: callback for `listen`.
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    - **Options**
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      - All options from `Server.attach` method, documented below.
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      - **Additionally** See Server `constructor` below for options you can pass for creating the new Server
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    - **Returns** `Server`
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- `attach`
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    - Captures `upgrade` requests for a `http.Server`. In other words, makes
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      a regular http.Server WebSocket-compatible.
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    - **Parameters**
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      - `http.Server`: server to attach to.
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      - `Object`: optional, options object
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    - **Options**
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      - All options from `Server.attach` method, documented below.
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      - **Additionally** See Server `constructor` below for options you can pass for creating the new Server
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    - **Returns** `Server` a new Server instance.
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<hr><br>
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#### Server
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The main server/manager. _Inherits from EventEmitter_.
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##### Events
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- `connection`
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    - Fired when a new connection is established.
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    - **Arguments**
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      - `Socket`: a Socket object
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##### Properties
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**Important**: if you plan to use Engine.IO in a scalable way, please
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keep in mind the properties below will only reflect the clients connected
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to a single process.
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- `clients` _(Object)_: hash of connected clients by id.
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- `clientsCount` _(Number)_: number of connected clients.
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##### Methods
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- **constructor**
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    - Initializes the server
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    - **Parameters**
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      - `Object`: optional, options object
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    - **Options**
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      - `pingTimeout` (`Number`): how many ms without a pong packet to
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        consider the connection closed (`60000`)
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      - `pingInterval` (`Number`): how many ms before sending a new ping
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        packet (`25000`)
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      - `upgradeTimeout` (`Number`): how many ms before an uncompleted transport upgrade is cancelled (`10000`)
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      - `maxHttpBufferSize` (`Number`): how many bytes or characters a message
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        can be, before closing the session (to avoid DoS). Default
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        value is `10E7`.
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      - `allowRequest` (`Function`): A function that receives a given handshake
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        or upgrade request as its first parameter, and can decide whether to
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        continue or not. The second argument is a function that needs to be
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        called with the decided information: `fn(err, success)`, where
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        `success` is a boolean value where false means that the request is
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        rejected, and err is an error code.
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      - `transports` (`<Array> String`): transports to allow connections
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        to (`['polling', 'websocket']`)
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      - `allowUpgrades` (`Boolean`): whether to allow transport upgrades
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        (`true`)
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      - `perMessageDeflate` (`Object|Boolean`): parameters of the WebSocket permessage-deflate extension
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        (see [ws module](https://github.com/einaros/ws) api docs). Set to `false` to disable. (`true`)
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        - `threshold` (`Number`): data is compressed only if the byte size is above this value (`1024`)
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      - `httpCompression` (`Object|Boolean`): parameters of the http compression for the polling transports
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        (see [zlib](http://nodejs.org/api/zlib.html#zlib_options) api docs). Set to `false` to disable. (`true`)
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        - `threshold` (`Number`): data is compressed only if the byte size is above this value (`1024`)
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      - `cookie` (`String|Boolean`): name of the HTTP cookie that
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        contains the client sid to send as part of handshake response
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        headers. Set to `false` to not send one. (`io`)
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      - `cookiePath` (`String|Boolean`): path of the above `cookie`
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        option. If false, no path will be sent, which means browsers will only send the cookie on the engine.io attached path (`/engine.io`).
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        Set false to not save io cookie on all requests. (`/`)
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      - `cookieHttpOnly` (`Boolean`): If `true` HttpOnly io cookie cannot be accessed by client-side APIs, such as JavaScript. (`true`) _This option has no effect if `cookie` or `cookiePath` is set to `false`._
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      - `wsEngine` (`String`): what WebSocket server implementation to use. Specified module must conform to the `ws` interface (see [ws module api docs](https://github.com/websockets/ws/blob/master/doc/ws.md)). Default value is `uws` (see [µWebSockets](https://github.com/uWebSockets/uWebSockets)).
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      - `initialPacket` (`Object`): an optional packet which will be concatenated to the handshake packet emitted by Engine.IO.
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- `close`
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    - Closes all clients
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    - **Returns** `Server` for chaining
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- `handleRequest`
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    - Called internally when a `Engine` request is intercepted.
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    - **Parameters**
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      - `http.IncomingMessage`: a node request object
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      - `http.ServerResponse`: a node response object
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    - **Returns** `Server` for chaining
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- `handleUpgrade`
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    - Called internally when a `Engine` ws upgrade is intercepted.
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    - **Parameters** (same as `upgrade` event)
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      - `http.IncomingMessage`: a node request object
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      - `net.Stream`: TCP socket for the request
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      - `Buffer`: legacy tail bytes
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    - **Returns** `Server` for chaining
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- `attach`
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    - Attach this Server instance to an `http.Server`
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    - Captures `upgrade` requests for a `http.Server`. In other words, makes
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      a regular http.Server WebSocket-compatible.
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    - **Parameters**
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      - `http.Server`: server to attach to.
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      - `Object`: optional, options object
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    - **Options**
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      - `path` (`String`): name of the path to capture (`/engine.io`).
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      - `destroyUpgrade` (`Boolean`): destroy unhandled upgrade requests (`true`)
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      - `destroyUpgradeTimeout` (`Number`): milliseconds after which unhandled requests are ended (`1000`)
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      - `handlePreflightRequest` (`Boolean|Function`): whether to let engine.io handle the OPTIONS requests. You can also pass a custom function to handle the requests (`true`)
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- `generateId`
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    - Generate a socket id.
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    - Overwrite this method to generate your custom socket id.
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    - **Parameters**
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      - `http.IncomingMessage`: a node request object
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  - **Returns** A socket id for connected client.
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<hr><br>
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#### Socket
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A representation of a client. _Inherits from EventEmitter_.
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##### Events
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- `close`
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    - Fired when the client is disconnected.
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    - **Arguments**
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      - `String`: reason for closing
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      - `Object`: description object (optional)
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- `message`
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    - Fired when the client sends a message.
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    - **Arguments**
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      - `String` or `Buffer`: Unicode string or Buffer with binary contents
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- `error`
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    - Fired when an error occurs.
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    - **Arguments**
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      - `Error`: error object
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- `flush`
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    - Called when the write buffer is being flushed.
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    - **Arguments**
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      - `Array`: write buffer
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- `drain`
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    - Called when the write buffer is drained
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- `packet`
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    - Called when a socket received a packet (`message`, `ping`)
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    - **Arguments**
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      - `type`: packet type
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      - `data`: packet data (if type is message)
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- `packetCreate`
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    - Called before a socket sends a packet (`message`, `pong`)
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    - **Arguments**
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      - `type`: packet type
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      - `data`: packet data (if type is message)
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##### Properties
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- `id` _(String)_: unique identifier
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- `server` _(Server)_: engine parent reference
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- `request` _(http.IncomingMessage)_: request that originated the Socket
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- `upgraded` _(Boolean)_: whether the transport has been upgraded
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- `readyState` _(String)_: opening|open|closing|closed
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- `transport` _(Transport)_: transport reference
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##### Methods
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- `send`:
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    - Sends a message, performing `message = toString(arguments[0])` unless
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      sending binary data, which is sent as is.
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    - **Parameters**
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      - `String` | `Buffer` | `ArrayBuffer` | `ArrayBufferView`: a string or any object implementing `toString()`, with outgoing data, or a Buffer or ArrayBuffer with binary data. Also any ArrayBufferView can be sent as is.
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      - `Object`: optional, options object
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      - `Function`: optional, a callback executed when the message gets flushed out by the transport
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    - **Options**
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      - `compress` (`Boolean`): whether to compress sending data. This option might be ignored and forced to be `true` when using polling. (`true`)
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    - **Returns** `Socket` for chaining
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- `close`
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    - Disconnects the client
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    - **Returns** `Socket` for chaining
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### Client
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<hr><br>
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Exposed in the `eio` global namespace (in the browser), or by
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`require('engine.io-client')` (in Node.JS).
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For the client API refer to the
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[engine-client](http://github.com/learnboost/engine.io-client) repository.
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## Debug / logging
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Engine.IO is powered by [debug](http://github.com/visionmedia/debug).
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In order to see all the debug output, run your app with the environment variable
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`DEBUG` including the desired scope.
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To see the output from all of Engine.IO's debugging scopes you can use:
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```
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DEBUG=engine* node myapp
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```
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## Transports
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- `polling`: XHR / JSONP polling transport.
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- `websocket`: WebSocket transport.
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## Plugins
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- [engine.io-conflation](https://github.com/EugenDueck/engine.io-conflation): Makes **conflation and aggregation** of messages straightforward.
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## Support
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The support channels for `engine.io` are the same as `socket.io`:
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  - irc.freenode.net **#socket.io**
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  - [Google Groups](http://groups.google.com/group/socket_io)
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  - [Website](http://socket.io)
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## Development
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To contribute patches, run tests or benchmarks, make sure to clone the
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repository:
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```
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git clone git://github.com/LearnBoost/engine.io.git
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```
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Then:
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```
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cd engine.io
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npm install
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```
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## Tests
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Tests run with `npm test`. It runs the server tests that are aided by
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the usage of `engine.io-client`.
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Make sure `npm install` is run first.
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## Goals
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The main goal of `Engine` is ensuring the most reliable realtime communication.
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Unlike the previous Socket.IO core, it always establishes a long-polling
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connection first, then tries to upgrade to better transports that are "tested" on
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the side.
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During the lifetime of the Socket.IO projects, we've found countless drawbacks
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to relying on `HTML5 WebSocket` or `Flash Socket` as the first connection
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mechanisms.
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Both are clearly the _right way_ of establishing a bidirectional communication,
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with HTML5 WebSocket being the way of the future. However, to answer most business
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needs, alternative traditional HTTP 1.1 mechanisms are just as good as delivering
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the same solution.
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WebSocket based connections have two fundamental benefits:
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1. **Better server performance**
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  - _A: Load balancers_<br>
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      Load balancing a long polling connection poses a serious architectural nightmare
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      since requests can come from any number of open sockets by the user agent, but
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      they all need to be routed to the process and computer that owns the `Engine`
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      connection. This negatively impacts RAM and CPU usage.
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  - _B: Network traffic_<br>
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      WebSocket is designed around the premise that each message frame has to be
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      surrounded by the least amount of data. In HTTP 1.1 transports, each message
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      frame is surrounded by HTTP headers and chunked encoding frames. If you try to
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      send the message _"Hello world"_ with xhr-polling, the message ultimately
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      becomes larger than if you were to send it with WebSocket.
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  - _C: Lightweight parser_<br>
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      As an effect of **B**, the server has to do a lot more work to parse the network
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      data and figure out the message when traditional HTTP requests are used
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      (as in long polling). This means that another advantage of WebSocket is
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      less server CPU usage.
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2. **Better user experience**
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    Due to the reasons stated in point **1**, the most important effect of being able
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    to establish a WebSocket connection is raw data transfer speed, which translates
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    in _some_ cases in better user experience.
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    Applications with heavy realtime interaction (such as games) will benefit greatly,
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    whereas applications like realtime chat (Gmail/Facebook), newsfeeds (Facebook) or
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    timelines (Twitter) will have negligible user experience improvements.
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Having said this, attempting to establish a WebSocket connection directly so far has
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proven problematic:
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1. **Proxies**<br>
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    Many corporate proxies block WebSocket traffic.
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2. **Personal firewall and antivirus software**<br>
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    As a result of our research, we've found that at least 3 personal security
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    applications block WebSocket traffic.
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3. **Cloud application platforms**<br>
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    Platforms like Heroku or No.de have had trouble keeping up with the fast-paced
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    nature of the evolution of the WebSocket protocol. Applications therefore end up
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    inevitably using long polling, but the seamless installation experience of
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    Socket.IO we strive for (_"require() it and it just works"_) disappears.
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Some of these problems have solutions. In the case of proxies and personal programs,
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however, the solutions many times involve upgrading software. Experience has shown
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that relying on client software upgrades to deliver a business solution is
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fruitless: the very existence of this project has to do with a fragmented panorama
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of user agent distribution, with clients connecting with latest versions of the most
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modern user agents (Chrome, Firefox and Safari), but others with versions as low as
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IE 5.5.
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From the user perspective, an unsuccessful WebSocket connection can translate in
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up to at least 10 seconds of waiting for the realtime application to begin
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exchanging data. This **perceptively** hurts user experience.
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To summarize, **Engine** focuses on reliability and user experience first, marginal
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potential UX improvements and increased server performance second. `Engine` is the
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result of all the lessons learned with WebSocket in the wild.
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## Architecture
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The main premise of `Engine`, and the core of its existence, is the ability to
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swap transports on the fly. A connection starts as xhr-polling, but it can
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switch to WebSocket.
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The central problem this poses is: how do we switch transports without losing
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messages?
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`Engine` only switches from polling to another transport in between polling
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cycles. Since the server closes the connection after a certain timeout when
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there's no activity, and the polling transport implementation buffers messages
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in between connections, this ensures no message loss and optimal performance.
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Another benefit of this design is that we workaround almost all the limitations
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of **Flash Socket**, such as slow connection times, increased file size (we can
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safely lazy load it without hurting user experience), etc.
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## FAQ
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### Can I use engine without Socket.IO ?
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Absolutely. Although the recommended framework for building realtime applications
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is Socket.IO, since it provides fundamental features for real-world applications
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such as multiplexing, reconnection support, etc.
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`Engine` is to Socket.IO what Connect is to Express. An essential piece for building
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realtime frameworks, but something you _probably_ won't be using for building
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actual applications.
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### Does the server serve the client?
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No. The main reason is that `Engine` is meant to be bundled with frameworks.
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Socket.IO includes `Engine`, therefore serving two clients is not necessary. If
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you use Socket.IO, including
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```html
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<script src="/socket.io/socket.io.js">
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```
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has you covered.
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### Can I implement `Engine` in other languages?
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Absolutely. The [engine.io-protocol](https://github.com/LearnBoost/engine.io-protocol)
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repository contains the most up to date description of the specification
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at all times, and the parser implementation in JavaScript.
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## License
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(The MIT License)
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Copyright (c) 2014 Guillermo Rauch &lt;guillermo@learnboost.com&gt;
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of this software and associated documentation files (the
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'Software'), to deal in the Software without restriction, including
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without limitation the rights to use, copy, modify, merge, publish,
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distribute, sublicense, and/or sell copies of the Software, and to
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permit persons to whom the Software is furnished to do so, subject to
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the following conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.