Websocket
[VSoRC/.git] / node_modules / websocket / lib / WebSocketServer.js
diff --git a/node_modules/websocket/lib/WebSocketServer.js b/node_modules/websocket/lib/WebSocketServer.js
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+/************************************************************************
+ *  Copyright 2010-2015 Brian McKelvey.
+ *
+ *  Licensed under the Apache License, Version 2.0 (the "License");
+ *  you may not use this file except in compliance with the License.
+ *  You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ *  Unless required by applicable law or agreed to in writing, software
+ *  distributed under the License is distributed on an "AS IS" BASIS,
+ *  WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ *  See the License for the specific language governing permissions and
+ *  limitations under the License.
+ ***********************************************************************/
+
+var extend = require('./utils').extend;
+var utils = require('./utils');
+var util = require('util');
+var debug = require('debug')('websocket:server');
+var EventEmitter = require('events').EventEmitter;
+var WebSocketRequest = require('./WebSocketRequest');
+
+var WebSocketServer = function WebSocketServer(config) {
+    // Superclass Constructor
+    EventEmitter.call(this);
+
+    this._handlers = {
+        upgrade: this.handleUpgrade.bind(this),
+        requestAccepted: this.handleRequestAccepted.bind(this),
+        requestResolved: this.handleRequestResolved.bind(this)
+    };
+    this.connections = [];
+    this.pendingRequests = [];
+    if (config) {
+        this.mount(config);
+    }
+};
+
+util.inherits(WebSocketServer, EventEmitter);
+
+WebSocketServer.prototype.mount = function(config) {
+    this.config = {
+        // The http server instance to attach to.  Required.
+        httpServer: null,
+
+        // 64KiB max frame size.
+        maxReceivedFrameSize: 0x10000,
+
+        // 1MiB max message size, only applicable if
+        // assembleFragments is true
+        maxReceivedMessageSize: 0x100000,
+
+        // Outgoing messages larger than fragmentationThreshold will be
+        // split into multiple fragments.
+        fragmentOutgoingMessages: true,
+
+        // Outgoing frames are fragmented if they exceed this threshold.
+        // Default is 16KiB
+        fragmentationThreshold: 0x4000,
+
+        // If true, the server will automatically send a ping to all
+        // clients every 'keepaliveInterval' milliseconds.  The timer is
+        // reset on any received data from the client.
+        keepalive: true,
+
+        // The interval to send keepalive pings to connected clients if the
+        // connection is idle.  Any received data will reset the counter.
+        keepaliveInterval: 20000,
+
+        // If true, the server will consider any connection that has not
+        // received any data within the amount of time specified by
+        // 'keepaliveGracePeriod' after a keepalive ping has been sent to
+        // be dead, and will drop the connection.
+        // Ignored if keepalive is false.
+        dropConnectionOnKeepaliveTimeout: true,
+
+        // The amount of time to wait after sending a keepalive ping before
+        // closing the connection if the connected peer does not respond.
+        // Ignored if keepalive is false.
+        keepaliveGracePeriod: 10000,
+
+        // Whether to use native TCP keep-alive instead of WebSockets ping
+        // and pong packets.  Native TCP keep-alive sends smaller packets
+        // on the wire and so uses bandwidth more efficiently.  This may
+        // be more important when talking to mobile devices.
+        // If this value is set to true, then these values will be ignored:
+        //   keepaliveGracePeriod
+        //   dropConnectionOnKeepaliveTimeout
+        useNativeKeepalive: false,
+
+        // If true, fragmented messages will be automatically assembled
+        // and the full message will be emitted via a 'message' event.
+        // If false, each frame will be emitted via a 'frame' event and
+        // the application will be responsible for aggregating multiple
+        // fragmented frames.  Single-frame messages will emit a 'message'
+        // event in addition to the 'frame' event.
+        // Most users will want to leave this set to 'true'
+        assembleFragments: true,
+
+        // If this is true, websocket connections will be accepted
+        // regardless of the path and protocol specified by the client.
+        // The protocol accepted will be the first that was requested
+        // by the client.  Clients from any origin will be accepted.
+        // This should only be used in the simplest of cases.  You should
+        // probably leave this set to 'false' and inspect the request
+        // object to make sure it's acceptable before accepting it.
+        autoAcceptConnections: false,
+
+        // Whether or not the X-Forwarded-For header should be respected.
+        // It's important to set this to 'true' when accepting connections
+        // from untrusted clients, as a malicious client could spoof its
+        // IP address by simply setting this header.  It's meant to be added
+        // by a trusted proxy or other intermediary within your own
+        // infrastructure.
+        // See:  http://en.wikipedia.org/wiki/X-Forwarded-For
+        ignoreXForwardedFor: false,
+
+        // The Nagle Algorithm makes more efficient use of network resources
+        // by introducing a small delay before sending small packets so that
+        // multiple messages can be batched together before going onto the
+        // wire.  This however comes at the cost of latency, so the default
+        // is to disable it.  If you don't need low latency and are streaming
+        // lots of small messages, you can change this to 'false'
+        disableNagleAlgorithm: true,
+
+        // The number of milliseconds to wait after sending a close frame
+        // for an acknowledgement to come back before giving up and just
+        // closing the socket.
+        closeTimeout: 5000
+    };
+    extend(this.config, config);
+
+    if (this.config.httpServer) {
+        if (!Array.isArray(this.config.httpServer)) {
+            this.config.httpServer = [this.config.httpServer];
+        }
+        var upgradeHandler = this._handlers.upgrade;
+        this.config.httpServer.forEach(function(httpServer) {
+            httpServer.on('upgrade', upgradeHandler);
+        });
+    }
+    else {
+        throw new Error('You must specify an httpServer on which to mount the WebSocket server.');
+    }
+};
+
+WebSocketServer.prototype.unmount = function() {
+    var upgradeHandler = this._handlers.upgrade;
+    this.config.httpServer.forEach(function(httpServer) {
+        httpServer.removeListener('upgrade', upgradeHandler);
+    });
+};
+
+WebSocketServer.prototype.closeAllConnections = function() {
+    this.connections.forEach(function(connection) {
+        connection.close();
+    });
+    this.pendingRequests.forEach(function(request) {
+        process.nextTick(function() {
+          request.reject(503); // HTTP 503 Service Unavailable
+        });
+    });
+};
+
+WebSocketServer.prototype.broadcast = function(data) {
+    if (Buffer.isBuffer(data)) {
+        this.broadcastBytes(data);
+    }
+    else if (typeof(data.toString) === 'function') {
+        this.broadcastUTF(data);
+    }
+};
+
+WebSocketServer.prototype.broadcastUTF = function(utfData) {
+    this.connections.forEach(function(connection) {
+        connection.sendUTF(utfData);
+    });
+};
+
+WebSocketServer.prototype.broadcastBytes = function(binaryData) {
+    this.connections.forEach(function(connection) {
+        connection.sendBytes(binaryData);
+    });
+};
+
+WebSocketServer.prototype.shutDown = function() {
+    this.unmount();
+    this.closeAllConnections();
+};
+
+WebSocketServer.prototype.handleUpgrade = function(request, socket) {
+    var wsRequest = new WebSocketRequest(socket, request, this.config);
+    try {
+        wsRequest.readHandshake();
+    }
+    catch(e) {
+        wsRequest.reject(
+            e.httpCode ? e.httpCode : 400,
+            e.message,
+            e.headers
+        );
+        debug('Invalid handshake: %s', e.message);
+        return;
+    }
+    
+    this.pendingRequests.push(wsRequest);
+
+    wsRequest.once('requestAccepted', this._handlers.requestAccepted);
+    wsRequest.once('requestResolved', this._handlers.requestResolved);
+
+    if (!this.config.autoAcceptConnections && utils.eventEmitterListenerCount(this, 'request') > 0) {
+        this.emit('request', wsRequest);
+    }
+    else if (this.config.autoAcceptConnections) {
+        wsRequest.accept(wsRequest.requestedProtocols[0], wsRequest.origin);
+    }
+    else {
+        wsRequest.reject(404, 'No handler is configured to accept the connection.');
+    }
+};
+
+WebSocketServer.prototype.handleRequestAccepted = function(connection) {
+    var self = this;
+    connection.once('close', function(closeReason, description) {
+        self.handleConnectionClose(connection, closeReason, description);
+    });
+    this.connections.push(connection);
+    this.emit('connect', connection);
+};
+
+WebSocketServer.prototype.handleConnectionClose = function(connection, closeReason, description) {
+    var index = this.connections.indexOf(connection);
+    if (index !== -1) {
+        this.connections.splice(index, 1);
+    }
+    this.emit('close', connection, closeReason, description);
+};
+
+WebSocketServer.prototype.handleRequestResolved = function(request) {
+    var index = this.pendingRequests.indexOf(request);
+    if (index !== -1) { this.pendingRequests.splice(index, 1); }
+};
+
+module.exports = WebSocketServer;