Engine.IO: the realtime engine
Engine
is the implementation of transport-based cross-browser/cross-device
bi-directional communication layer for
Socket.IO.
Hello World
Server
(A) Listening on a port
var engine = require('engine.io')
, server = engine.listen(80)
server.on('connection', function (socket) {
socket.send('utf 8 string');
});
(B) Intercepting requests for a http.Server
var engine = require('engine.io')
, http = require('http').createServer().listen(3000)
, server = engine.attach(http)
server.on('connection', function (socket) {
socket.on('message', function () { });
socket.on('close', function () { });
});
(C) Passing in requests
var engine = require('engine.io')
, server = new engine.Server()
server.on('connection', function (socket) {
socket.send('hi');
});
httpServer.on('upgrade', function (req, socket, head) {
server.handleUpgrade(req, socket, head);
});
httpServer.on('request', function (req, res) {
server.handleRequest(req, res);
});
Client
<script src="/path/to/engine.io.js"></script>
<script>
var socket = new eio.Socket('ws://localhost/');
socket.on('open', function () {
socket.on('message', function (data) { });
socket.on('close', function () { });
});
</script>
For more information on the client refer to the
engine-client repository.
What features does it have?
- Isomorphic with WebSocket.IO. You can switch between a WebSocket server
and a multi-transport server by chaning the
require
. - Maximum reliability. Connections are established even in the presence of:
- proxies and load balancers.
- personal firewall and antivirus software.
- for more information refer to Goals and Architecture sections
- Minimal client size aided by:
- lazy loading of flash transports.
- lack of redundant transports.
- Scalable
- Future proof
- 100% Node.JS core style
- No API sugar (left for higher level projects)
- Written in readable vanilla JavaScript
API
Server
Top-level
These are exposed by require('engine.io')
:
Events
flush
- Called when a socket buffer is being flushed.
- Arguments
Socket
: socket being flushedArray
: write buffer
drain
- Called when a socket buffer is drained
- Arguments
Socket
: socket being flushed
Properties
protocol
(Number): protocol revision numberServer
: Server class constructorSocket
: Socket class constructorTransport
(Function): transport constructortransports
(Object): map of available transports
Methods
listen
- Creates an
http.Server
which listens on the given port and attaches WS
to it. It returns 501 Not Implemented
for regular http requests. - Parameters
Number
: port to listen on.Function
: callback for listen
.
- Returns
Server
attach
- Captures
upgrade
requests for a http.Server
. In other words, makes
a regular http.Server websocket-compatible. - Parameters
http.Server
: server to attach to.Object
: optional, options object
- Options
resource
(String
): name of resource for this server (default
).
Setting a resource allows you to initialize multiple engine.io
endpoints on the same host without them interfering.policyFile
(Boolean
): whether to handle policy file requests (true
)destroyUpgrade
(Boolean
): destroy unhandled upgrade requests (true
)- See Server options below for additional options you can pass
- Returns
Server
Server
The main server/manager. Inherits from EventEmitter.
Events
connection
- Fired when a new connection is established.
- Arguments
Properties
Important: if you plan to use engine.io in a scalable way, please
keep in mind the properties below will only reflect the clients connected
to a single process.
clients
(Object): hash of connected clients by id.clientsCount
(Number): number of connected clients.
Methods
- constructor
- Initializes the server
- Parameters
Object
: optional, options object
- Options
pingTimeout
(Number
): how many ms without a pong packet to
consider the connection closed (60000
)pingInterval
(Number
): how many ms before sending a new ping
packet (25000
)transports
(<Array> String
): transports to allow connections
to (['polling', 'websocket', 'flashsocket']
)allowUpgrades
(Boolean
): whether to allow tranport upgrades
(true
)cookie
(String|Boolean
): name of the HTTP cookie that
contains the client sid to send as part of handshake response
headers. Set to false
to not send one. (io
)
close
- Closes all clients
- Returns
Server
for chaining
handleRequest
- Called internally when a
Engine
request is intercepted. - Parameters
http.ServerRequest
: a node request objecthttp.ServerResponse
: a node response object
- Returns
Server
for chaining
handleUpgrade
- Called internally when a
Engine
ws upgrade is intercepted. - Parameters (same as
upgrade
event)
http.ServerRequest
: a node request objectnet.Stream
: TCP socket for the requestBuffer
: legacy tail bytes
- Returns
Server
for chaining
handleSocket
- Called with raw TCP sockets from http requests to intercept flash policy
file requests
- Parameters
net.Stream
: TCP socket on which requests are listened
- Returns
Server
for chaining
Socket
A representation of a client. Inherits from EventEmitter.
Events
close
- Fired when the client is disconnected.
- Arguments
String
: reason for closingObject
: description object (optional)
message
- Fired when the client sends a message.
- Arguments
error
- Fired when an error occurs.
- Arguments
flush
- Called when the write buffer is being flushed.
- Arguments
drain
- Called when the write buffer is drained
Properties
server
(Server): engine parent referencerequest
(http.ServerRequest): request that originated the Socketupgraded
(Boolean): whether the transport has been upgradedreadyState
(String): opening|open|closing|closedtransport
(Transport): transport reference
Methods
send
:
- Sends a message, performing
message = toString(arguments[0])
. - Parameters
String
: a string or any object implementing toString()
, with outgoing dataFunction
: optional, a callback executed when the message gets flushed out by the transport
- Returns
Socket
for chaining
close
- Disconnects the client
- Returns
Socket
for chaining
Client
Exposed in the eio
global namespace (in the browser), or by
require('engine.io-client')
(in Node.JS).
For the client API refer to the
engine-client repository.
Debug / logging
Engine.IO is powered by debug.
In order to see all the debug output, run your app with the env variable
DEBUG
including the desired scope.
To see the output from all of Engine.IO's debugging scopes you can use:
DEBUG=engine* node myapp
Transports
polling
: XHR / JSONP polling transport.websocket
: WebSocket transport.flashsocket
: WebSocket transport backed by flash.
Plugins
Support
The support channels for engine.io
are the same as socket.io
:
Development
To contribute patches, run tests or benchmarks, make sure to clone the
repository:
git clone git://github.com/LearnBoost/engine.io.git
Then:
cd engine.io
npm install
Tests
Unit/Integration
$ make test
Acceptance
# make test-acceptance
And point browser/s to http://localhost:3000
.
Server
Benchmarks
Server
$ make bench
Client
$ make bench-server
And point browser/s to http://localhost:3000
.
Goals
The main goal of Engine
is ensuring the most reliable realtime communication.
Unlike the previous socket.io core, it always establishes a long-polling
connection first, then tries to upgrade to better transports that are "tested" on
the side.
During the lifetime of the socket.io projects, we've found countless drawbacks
to relying on HTML5 WebSocket
or Flash Socket
as the first connection
mechanisms.
Both are clearly the right way of establishing a bidirectional communication,
with HTML5 WebSocket being the way of the future. However, to answer most business
needs, alternative traditional HTTP 1.1 mechanisms are just as good as delivering
the same solution.
WebSocket/FlashSocket based connections have two fundamental benefits:
- Better server performance
- A: Load balancers
Load balancing a long polling connection poses a serious architectural nightmare
since requests can come from any number of open sockets by the user agent, but
they all need to be routed to the process and computer that owns the Engine
connection. This negatively impacts RAM and CPU usage. - B: Network traffic
WebSocket is designed around the premise that each message frame has to be
surrounded by the least amount of data. In HTTP 1.1 transports, each message
frame is surrounded by HTTP headers and chunked encoding frames. If you try to
send the message "Hello world" with xhr-polling, the message ultimately
becomes larger than if you were to send it with WebSocket. - C: Lightweight parser
As an effect of B, the server has to do a lot more work to parse the network
data and figure out the message when traditional HTTP requests are used
(as in long polling). This means that another advantage of WebSocket is
less server CPU usage.
-
Better user experience
Due to the reasons stated in point 1, the most important effect of being able
to establish a WebSocket connection is raw data transfer speed, which translates
in some cases in better user experience.
Applications with heavy realtime interaction (such as games) will benefit greatly,
whereas applications like realtime chat (Gmail/Facebook), newsfeeds (Facebook) or
timelines (Twitter) will have negligible user experience improvements.
Having said this, attempting to establish a WebSocket connection directly so far has
proven problematic:
-
Proxies
Many corporate proxies block WebSocket traffic.
-
Personal firewall and antivirus software
As a result of our research, we've found that at least 3 personal security
applications block websocket traffic.
-
Cloud application platforms
Platforms like Heroku or No.de have had trouble keeping up with the fast-paced
nature of the evolution of the WebSocket protocol. Applications therefore end up
inevitably using long polling, but the seamless installation experience of
socket.io we strive for ("require() it and it just works") disappears.
Some of these problems have solutions. In the case of proxies and personal programs,
however, the solutions many times involve upgrading software. Experience has shown
that relying on client software upgrades to deliver a business solution is
fruitless: the very existence of this project has to do with a fragmented panorama
of user agent distribution, with clients connecting with latest versions of the most
modern user agents (Chrome, Firefox and Safari), but others with versions as low as
IE 5.5.
From the user perspective, an unsuccessful WebSocket connection can translate in
up to at least 10 seconds of waiting for the realtime application to begin
exchanging data. This perceptively hurts user experience.
To summarize, Engine focuses on reliability and user experience first, marginal
potential UX improvements and increased server performance second. Engine
is the
result of all the lessons learned with WebSocket in the wild.
Architecture
The main premise of Engine
, and the core of its existence, is the ability to
swap transports on the fly. A connection starts as xhr-polling, but it can
switch to WebSocket.
The central problem this poses is: how do we switch transports without losing
messages?
Engine
only switches from polling to another transport in between polling
cycles. Since the server closes the connection after a certain timeout when
there's no activity, and the polling transport implementation buffers messages
in between connections, this ensures no message loss and optimal performance.
Another benefit of this design is that we workaround almost all the limitations
of Flash Socket, such as slow connection times, increased file size (we can
safely lazy load it without hurting user experience), etc.
FAQ
Can I use engine without Socket.IO ?
Absolutely. Although the recommended framework for building realtime applications
is Socket.IO, since it provides fundamental features for real-world applications
such as multiplexing, reconnection support, etc.
Engine
is to Socket.IO what Connect is to Express. An essential piece for building
realtime frameworks, but something you probably won't be using for building
actual applications.
Does the server serve the client?
No. The main reason is that Engine
is meant to be bundled with frameworks.
Socket.IO includes Engine
, therefore serving two clients is not necessary. If
you use Socket.IO, including
<script src="/socket.io/socket.io.js">
has you covered.
Can I implement Engine
in other languages?
Absolutely. The SPEC
file contains the most up to date description of the implementation specification
at all times. If you're targeting the latest stable release of Engine
, make sure
to look at the file in the appropriate git branch/tag.
The Java/NIO implementation will be officially supported, and is being worked
on by the author.
License
(The MIT License)
Copyright (c) 2011 Guillermo Rauch <guillermo@learnboost.com>
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.