owncast/web/services/websocket-service.ts

145 lines
3.8 KiB
TypeScript

import { MessageType, SocketEvent } from '../interfaces/socket-events';
export interface SocketMessage {
type: MessageType;
data: any;
}
export default class WebsocketService {
websocket: WebSocket;
accessToken: string;
path: string;
websocketReconnectTimer: ReturnType<typeof setTimeout>;
isShutdown = false;
backOff = 1000;
handleMessage?: (message: SocketEvent) => void;
constructor(accessToken, path, host) {
this.accessToken = accessToken;
this.path = path;
this.websocketReconnectTimer = null;
this.isShutdown = false;
this.createAndConnect = this.createAndConnect.bind(this);
this.shutdown = this.shutdown.bind(this);
this.createAndConnect(host);
}
createAndConnect(host) {
const url = new URL(host);
url.protocol = window.location.protocol === 'https:' ? 'wss:' : 'ws:';
url.pathname = '/ws';
url.port = window.location.port === '3000' ? '8080' : window.location.port;
url.searchParams.append('accessToken', this.accessToken);
console.debug('connecting to ', url.toString());
const ws = new WebSocket(url.toString());
ws.onopen = this.onOpen.bind(this);
ws.onerror = this.onError.bind(this);
ws.onmessage = this.onMessage.bind(this);
this.websocket = ws;
}
onOpen() {
if (this.websocketReconnectTimer) {
clearTimeout(this.websocketReconnectTimer);
}
}
// On ws error just close the socket and let it re-connect again for now.
onError(e) {
handleNetworkingError(`Socket error: ${e}`);
this.websocket.close();
if (!this.isShutdown) {
this.scheduleReconnect();
}
}
scheduleReconnect() {
if (this.websocketReconnectTimer) {
clearTimeout(this.websocketReconnectTimer);
}
this.backOff *= 2;
this.websocketReconnectTimer = setTimeout(
this.createAndConnect,
5000 + Math.min(this.backOff, 10_000),
);
}
shutdown() {
this.isShutdown = true;
this.websocket.close();
}
/*
onMessage is fired when an inbound object comes across the websocket.
If the message is of type `PING` we send a `PONG` back and do not
pass it along to listeners.
*/
onMessage(e: SocketMessage) {
// Optimization where multiple events can be sent within a
// single websocket message. So split them if needed.
const messages = e.data.split('\n');
let socketEvent: SocketEvent;
// eslint-disable-next-line no-plusplus
for (let i = 0; i < messages.length; i++) {
try {
socketEvent = JSON.parse(messages[i]);
if (this.handleMessage) {
this.handleMessage(socketEvent);
}
} catch (err) {
console.error(err, err.data);
return;
}
if (!socketEvent.type) {
console.error('No type provided', socketEvent);
return;
}
// Send PONGs
if (socketEvent.type === MessageType.PING) {
this.sendPong();
return;
}
}
}
isConnected(): boolean {
return this.websocket?.readyState === this.websocket?.OPEN;
}
// Outbound: Other components can pass an object to `send`.
send(socketEvent: any) {
// Sanity check that what we're sending is a valid type.
if (!socketEvent.type || !MessageType[socketEvent.type]) {
console.warn(`Outbound message: Unknown socket message type: "${socketEvent.type}" sent.`);
}
const messageJSON = JSON.stringify(socketEvent);
this.websocket.send(messageJSON);
}
// Reply to a PING as a keep alive.
sendPong() {
const pong = { type: MessageType.PONG };
this.send(pong);
}
}
function handleNetworkingError(error) {
console.error(
`Chat has been disconnected and is likely not working for you. It's possible you were removed from chat. If this is a server configuration issue, visit troubleshooting steps to resolve. https://owncast.online/docs/troubleshooting/#chat-is-disabled: ${error}`,
);
}