This is creating 3 socket connections. There needs to be only 1 socket connection. This is probably fundamental javascript, but I am unable to figure out how to access the same instance of an object multiple times.
// File: socketConnection.js
// -----------------------------------
let socket = {};
const socketConnection = {};
socketConnection.connect = function() {
if (!socket.connected) {
socket = socketio();
}
};
export default socketConnection;
// File1
// -----------------------------------
import socketConnection from '../../socket/socketConnection';
socketConnection.connect();
// File2
// -----------------------------------
import socketConnection from '../../socket/socketConnection';
socketConnection.connect();
// File3
// -----------------------------------
import socketConnection from '../../socket/socketConnection';
socketConnection.connect();
There are good reasons why it needs to be called from 3 separate files. But how can I ensure that there is only one socket that is referred to when checking !socket.connected ?
Is it possible that your three calls are all executing so quickly that the socket created in the first call hasn't had a chance to connect yet? You may just be overwriting the socket 3 times. If so, you could change your code to rely instead on whether the socket object has been created instead of its connection status. Something like this:
// File: socketConnection.js
// -----------------------------------
let socket;
const socketConnection = {};
socketConnection.connect = function() {
if (!socket) {
socket = socketio();
}
return socket;
};
export default socketConnection;
Related
I have a readable store in Svelte that looks like this:
const state = {};
export const channels = readable(state, set => {
let st = state;
let socket = new WebSocket("ws://127.0.0.1:5999");
socket.onmessage = function (event) {
var datastr = event.data.split(':');
st[datastr[0]].value = datastr[1];
st[datastr[0]].timestamp = Date.now();
set(st)
};
return () => {
socket.close()
}
});
When I import it to my Svelte App works. But if I put that App.svelte as my index.svelte running on Sapper, it doesnt work at first. It says error 500 websocket is not defined. Once I reload the page in the browser start to work...
I have try to parse a function that creates the store instead:
export const getChannel = () => {
// here my store
return {...store}
}
and then creating the store inside a onMount() like this:
onMount( ()=> {
const channel = getChannel();
});
But doesnt seem to do the trick... What do I miss?
Note: If a just replace the store by a simple writable, and create the websocket onMount(), it works without any problem. I just only wanted to put all the communication inside the store as a readable...
In Sapper, code in components (or imported into components) is executed in Node during server-side rendering unless it's put inside onMount (which doesn't run on the server, because there's no 'mounting' happening) or an if (process.browser) {...} block, or something equivalent.
That includes things like references to $channels causing channels.subscribe(...) to be called during initialisation.
Since there's no WebSocket global in Node, creating that subscription will fail. The simplest workaround is probably a simple feature check:
const state = {};
export const channels = readable(state, (set) => {
if (typeof WebSocket === 'undefined') return;
let st = state;
let socket = new WebSocket("ws://127.0.0.1:5999");
socket.onmessage = function (event) {
var datastr = event.data.split(":");
st[datastr[0]].value = datastr[1];
st[datastr[0]].timestamp = Date.now();
set(st);
};
return () => {
socket.close();
};
});
i have an experimental app that is pretty simple, you click a display button and an image appears in real time to all clients, utilizing socket.io. now it does work for the most part. however i had an issue (my original question here: socket.io emit on connect) with an event not happening when the client connected, but i have resolved it with the help of this thread: socket.emit on sever side is ignored after connection?.
basically, my 'new-client-append event' retrieves data (html in the form of a string) so that when a new client connects, it shows the same data that current clients see (similar to connecting to a chat room and being able to see all chat history). i had to reorganize my code so my 'new-client-append' event would take place, and i can get it to work if i put data in manually. my new issue is now that i have had to reorganize my code, my 'new-client-append' event is dependent on a variable i set within the class, so it is no longer recognizable. i'm relatively new to JS, how can i get my variable to be recognized and why is this happening? i had tried moving the event in different places of my code with no luck. it is the this.mainContainer variable.
CLIENT
import $ from 'jquery';
import SaveInput from './SaveInput';
import io from 'socket.io-client';
// make connection
const socket = io.connect('localhost:3000');
**socket.on('new-client-append', (data) => {
console.log('NEW CLIENT ENTERED');
console.log('on new-client-clone ' + JSON.stringify(data));
this.mainContainer.append(data);
});**
socket.on('connect_error', function(){
console.log('fail');
});
class Display extends SaveInput {
constructor(){
this.mainContainer = $('.main-container');
this.pGrid = $('.pic-grid-container');
this.display = $('#btn-display');
this.buttons();
}
buttons (){
// click buttons
this.display.click(this.displayEls.bind(this));
//display images
displayEls() {
let img = 'https://secure.gravatar.com/avatar/22f38e0216f57af53a1776fb2a72c436?s=60&d=wavatar&r=g';
let $picContainer = $('<div class="picture-frame"></div>');
let $newImg = $('<img>');
// clone pic-grid-container
let htmlClone = this.pGrid.clone();
let stringClone = htmlClone.html();
// EMIT
//send image url
socket.emit('client-image', {
image: img
});
// send dom clone to server
socket.emit('new-client-append', {
clone: stringClone
});
// LISTEN
// append image in real time
socket.on('client-image', (data) => {
let foo = data.image.toString();
$newImg.attr('src', foo);
// console.log(data);
// console.log(foo);
$newImg.appendTo($picContainer);
this.pGrid.append($picContainer);
// console.log('html clone ' + JSON.stringify(htmlClone));
// console.log('string clone ' + stringClone);
});
}
export default Display;
SERVER
const express = require('express');
const socketIO = require('socket.io');
const http = require('http');
// app set up
const app = express();
const server = http.Server(app);
// const = new socket(server);
let port = process.env.PORT || 3000;
// static files
app.use(express.static('app'));
// socket setup & pass SERVER
const io = new socketIO(server);
let jqueryImage;
// on client connect
io.on('connection', (socket) => {
console.log('client has entered...');
socket.emit('new-client-append', jqueryImage);
// events
socket.on('client-image', function(data){
console.log('SERVER ' + data.image);
io.sockets.emit('client-image', data);
});
socket.on('new-client-append', function(data){
jqueryImage = data.clone;
console.log('jqueryImage ' + JSON.stringify(jqueryImage));
});
// errors
io.on('error', function (err) {
console.log(err);
});
io.on('connect_error', function(){
console.log('fail');
});
});
server.listen(port, () => {
console.log('server running....');
});
UPDATE
added suggested code, calling the maincontainer from the display object. but it is saying that it is not defined.
socket.on('new-client-append', (data) => {
console.log('NEW CLIENT ENTERED');
console.log('on new-client-clone ' + JSON.stringify(data));
**display.mainContainer.append(data);**
});
file where i create the objects
import SaveInput from './modules/SaveInput';
import Display from './modules/Display';
const saveInput = new SaveInput();
const display = new Display ();
Your socket.on function has
this.mainContainer.append(data);
This implies that you've attached a mainContainer property to the socket object. Because you've not done this, but rather declared it inside your Display (sub)class, it's attached to the Display object you created.. I can't seem to find it, but somewhere, wherever this script is required there is a
variable = new Display();
You must call this mainContainer object by it's name. Find that code that initiates the Display object and then use
theVarNameYouFound.mainContainer.append(thatThing);
I wonder if any smart individuals could show me how to implement Socket.IO in an OOP environment with ES6 classes. The main problem I keep running into with Socket.io is passing around the server object, in my case called 'io'. Almost every example I've seen of socket.io has been pure spaghetti code, one file with many socket related events and logic. First I tried to pass the server object, io, to new class's constructor, but for some reason you end up with a nasty "RangeError: Maximum call stack size exceeded" error message. Then I've tried to wrap my classes in module.exports function which parameter should contain the io object. Which is fine for the first class. Let's say I pass the io object into my Game, great works as expected. But when I try to reference the io object down to the Round class(Game holds an array of Rounds) I can't. Because that is one hell of a bad practice in NodeJS, require should be global and not inside the modules/functions. So I'm once again back with the same issue.
app.js(where I require the main sockets file)
const io = socketio(server, { origins: '*:*' });
...
require('./sockets')(io);
sockets/index.js(where I initialize my game server, and handle incoming messages from client sockets)
const actions = require('../actions.js');
const chatSockets = require('./chat-sockets');
const climbServer = require('./climb-server');
const authFunctions = require('../auth-functions');
module.exports = (io) => {
io.on('connection', (client) => {
console.log('client connected...');
// Standard join, verify the requested room; if it exists let the client join it.
client.on('join', (data) => {
console.log(data);
console.log(`User ${data.username} tries to join ${data.room}`);
console.log(`Client joined ${data.room}`);
client.join(data.room);
});
client.on('disconnect', () => {
console.log('Client disconnected');
});
client.on(actions.CREATE_GAME, (hostParticipant) => {
console.log('CREATE_GAME', hostParticipant);
// Authorize socket sender by token?
// Create a new game, and set the host to the host participant
climbServer.createGame(io, hostParticipant);
});
client.on(actions.JOIN_GAME, (tokenizedGameId) => {
console.log('JOIN_GAME');
const user = authFunctions.getPayload(tokenizedGameId.token);
// Authorize socket sender by token?
// Create a new game, and set the host to the host participant
const game = climbServer.findGame(tokenizedGameId.content);
game.joinGame(user);
});
});
};
climbServer.js(My game server that keeps track of active games)
const actions = require('../actions.js');
const Game = require('../models/game');
const climbServer = { games: { }, gameCount: 0 };
climbServer.createGame = (io, hostParticipant) => {
// Create a new game instance
const newGame = new Game(hostParticipant);
console.log('New game object created', newGame);
// Store it in the list of game
climbServer.games[newGame.id] = newGame;
// Keep track
climbServer.gameCount += 1;
// Notify clients that a new game was created
io.sockets.in('climb').emit(actions.CLIMB_GAME_CREATED, newGame);
};
climbServer.findGame = gameId => climbServer.games[gameId];
module.exports = climbServer;
Game.js(ES6 class that SHOULD be able to emit to all connected sockets)
const UUID = require('uuid');
const Round = require('./round');
class Game {
// Constructor
constructor(hostParticipant) {
this.id = UUID();
this.playerHost = hostParticipant;
this.playerClient = null;
this.playerCount = 1;
this.rounds = [];
this.timestamp = Date.now();
}
joinGame(clientParticipant) {
console.log('Joining game', clientParticipant);
this.playerClient = clientParticipant;
this.playerCount += 1;
// Start the game by creating the first round
return this.createRound();
}
createRound() {
console.log('Creating new round at Game: ', this.id);
const newRound = new Round(this.id);
return this.rounds.push(newRound);
}
}
module.exports = Game;
Round.js(ES6 class that is used by the Game class(stored in a rounds array))
const actions = require('../actions.js');
class Round {
constructor(gameId) {
console.log('Initializing round of gameId', gameId);
this.timeLeft = 60;
this.gameId = gameId;
this.winner = null;
this.timestamp = Date.now();
// Start countdown when class is instantiated
this.startCountdown();
}
startCountdown() {
const countdown = setInterval(() => {
// broadcast to every client
io.sockets.in(this.gameId).emit(actions.ROUND_TIMER, { gameId: this.gameId, timeLeft: this.timeLeft });
if (this.timeLeft === 0) {
// when no time left, stop counting down
clearInterval(countdown);
this.onRoundEnd();
} else {
// Countdown
this.timeLeft -= 1;
console.log('Countdown', this.timeLeft);
}
}, 1000);
}
onRoundEnd() {
// Evaluate who won
console.log('onRoundEnd: ', this.gameId);
}
}
module.exports = Round;
TO SUMMARIZE with a question: How can I pass a reference of io to my classes so that I'm able to emit to connected sockets within these classes?
This doesn't necessarily have to be ES6 classes, it can be NodeJS objects using the .prototype property. I just want a mainatainable way to handle my game server with sockets... ANY HELP IS APPRECIATED!
After hours upon hours I figured out a solution. If anyone runs into the same thing check my solution out below. Not the best, but much better than putting all socket related code in one file...
Game.js(ES6 Class). Focus on the first line containing 'module.exports'.
const GameFactory = require('../models/game');
const climbServer = { games: { }, gameCount: 0 };
climbServer.createGame = (io, hostParticipant) => {
// Create a new game instance
const Game = GameFactory(io);
const newGame = new Game(hostParticipant);
console.log('New game object created', newGame);
// Store it in the list of game
climbServer.games[newGame.id] = newGame;
// Keep track
climbServer.gameCount += 1;
return newGame;
};
climbServer.findGame = gameId => climbServer.games[gameId];
module.exports = climbServer;
The trick is to use this factory pattern where you first declare:
const GameFactory = require('../models/game');
Then initialize the factory with passing in the Socket.io server object, in my case 'io'. IF YOU pass it in via the constructor you end up with a RangeError, therefore this is the only way. Once again not certain how this code performs in comparison to spaghetti code.
const Game = GameFactory(io);
Finally, you can now instantiate instances of your class:
const newGame = new Game(hostParticipant);
If anyone have improvements or thoughts, please leave me a comment. Still uncertain about the quality of this code.
I'm learning nodejs now and Im wondering how can I reference to the object created in a other file
for example:
I have a file with my class user.js which I'm exporting
module.exports = class Username {
constructor(name, lastProjects) {
this.current.name = name;
this.current.lastProjects = lastProjects;
}
};
name.handler.js I can not export it this to oder files
const Alexa = require('alexa-sdk');
const User = require('../models/user.model');
module.exports = Alexa.CreateStateHandler(StatesConst.NAME, {
'NewSession': function () {
this.emit('NewSession'); // Uses the handler in newSessionHandlers
},
'MyNameIsIntent': function() {
var user = new User.Username("Anna", ["project1", "project2"]);
this.emit(':ask', "Hi "+User.Username.name);
}
}
user.handler.js I tottaly dont know how can I write a reference to my new created object Username
const Alexa = require('alexa-sdk');
const User = require('../models/user.model');
module.exports = Alexa.CreateStateHandler(StatesConst.NEWSTATE, {
'NewSession': function () {
this.emit('NewSession'); // Uses the handler in newSessionHandlers
},
'MyUserIntent': function() {
this.emit(':ask', "My username is "+User.Username.name);
}
}
How can I reference to new user object in other files in my programm ? I want that everytime my user starts a program I will get a new user object and I could reference and change attributes in every other file. I would be very appreciate for a help :)
module.exports = Username;
const Alexa = require('alexa-sdk'); // ok?
const User = // in linux, to go 1 dir up is just '.'
console.log(require('../models/user.model'))
see if you get a message = '[Function: Username]'".
If not you will see a message telling you something. Maybe no found file.
Since you are exporting Username by assigning it to module.exports, you need to use it as new User in your handlers. For example, name.handler.js would become:
const Alexa = require('alexa-sdk');
const User = require('../models/user.model');
module.exports = Alexa.CreateStateHandler(StatesConst.NAME, {
'NewSession': function () {
this.emit('NewSession'); // Uses the handler in newSessionHandlers
},
'MyNameIsIntent': function() {
var user = new User("Anna", ["project1", "project2"]);
this.emit(':ask', "Hi "+user.name);
}
}
Note that in the this.emit line, you should use the instance of User, not the class itself. (so user instead of User).
Moreover, in your user.handler.js file, you don't instantiate any User. You will get a Cannot read property 'name' of undefined
Finally if your Username class is in user.js, your require statement should look like require('../models/user'), not require('../models/user-model')
This question might sound stupid or a little too simple but I seriously got stuck.
I have a node.js app and need to store clients to be able to send information from a specific client to a specific other client.
var clients = { };
var chat = io.of('/chat')
.on('connection', function(socket) {
socket
.on('ehlo', function(data) {
// mysql queries here etc to get client's data,
// for example session_id, customer name, ...
// got stuck here, need to save the socket in customers object like:
clients.(customer + data.get_customer_id) = { socket: socket };
I later need to be able to access this property from a different scope etc.
Basically I lack an idea of how these abstract methods can be implemented:
clients.addClient({ id: 123, socket: socket});
And later find them by:
x = clients.findById(123);
// x now should be { id: 123, socket: socket}
Well, you can define a clients module first.
//clients.js
"use strict";
var clients = {
_db: []
};
clients.findById = function(id){
for(var i=0; i < this._db.length; i++){
var client = this._db[i];
if(client.id === id){
return client;
}
}
return null;
};
clients.addClient = function(client) {
if(!this.findById(client.id)){
this._db.push(client);
}
};
module.exports = clients;
The way Node.js works it will cache your module after it's initialized. This after you use it for the first time. This means that every time you require it, you will get the same clients object. So now you can do this in a hypothetical module1.js:
//module1.js
var clients = require('./clients');
clients.addClient(newClient);
And later in another module you can gain access to the same data structure:
//module2.js
var clients = require('./clients');
var client = clients.findById(id);
And that's it, you can gain access to your same data structure from different contexts. The point here is that all modules will share the same clients object.