SteffanDonal / HeadSocket

Minimalistic header only WebSocket server implementation in C++

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HeadSocket v0.1

Minimalistic header only WebSocket server implementation in C++11

PUBLIC DOMAIN - no warranty implied or offered, use this at your own risk


Before you start

  • "I don't care! Just gimme something to start with already!" (click)

  • this is just an experiment, currently full of bugs and probably full of hidden deadlocks and other nasty race conditions

  • only a tiny part of RFC 6455 is implemented

  • no TLS, secured connections are not supported and probably never will be supported

  • the API might (and probably will) change in the future

  • you can use this as a simple TCP network library as well

  • there is a primitive HTTP server class you might want to use as well

  • WebSocket frame continuation is supported (and automatically resolved for you)

  • performance is not great (but should be enough in most cases)

  • UTF-8? Unicode? What?!

  • bug-fixes and suggestions are welcome!

What is this good for?

I needed an easy way to quickly create remote connection interfaces. By embedding small HTTP/WebSocket server into my code, I can communicate with it from almost any browser, any platform and any place over network. Writing simple debugging tools, remote controllers or profilers gets much easier, because all I need is just a bit of HTML and JavaScript!

What is this NOT good for?

This library is meant to be used just for experimental and simple debugging purposes. If you are looking for something production ready, safe and fast, you should probably use one of these:


Quick-start example 1 (asynchronous)

In this example server accepts and creates client connections asynchronously and every client gets asynchronous callback async_received_data when complete data block is received (continuation WebSocket frames are resolved automatically):

#include <iostream>

#define HEADSOCKET_IMPLEMENTATION
#include "HeadSocket.h"

using namespace headsocket;

class client : public web_socket_client
{
    HEADSOCKET_CLIENT(client, web_socket_client) { }

public:
    bool async_received_data(const data_block &db, uint8_t *ptr, size_t length) override
    {
    	if (db.op == opcode::text)
        {
        	// Handle text message (null-terminated string is in 'ptr')
            // ...
            
            // Send text response back to client
            push("Thank you for this beautiful message!");
        }
        else
        {
        	// Handle 'length' bytes of binary data in 'ptr'
            // ...
            
			// Send binary response back to client
            push(&length, sizeof(size_t));
        }
        
        // Consume this data block
	    return true;
    }
}

/////////////////////////////////////////////////////////////////////////////////////////

int main()
{
    int port = 12345;

    typedef web_socket_server<client> server_t;
    auto server = server_t::create(port);    
    
    if (server->is_running())
    	std::getChar();
        
    return 0;
}

Quick-start example 2 (semi-synchronous)

This example has server accepting clients asynchronously, but reading client's data is done by polling (clients still send and receive all the data asynchronously in the background):

#include <iostream>

#define HEADSOCKET_IMPLEMENTATION
#include "HeadSocket.h"

using namespace headsocket;

int main()
{
	int port = 12345;

    typedef web_socket_server<web_socket_client> server_t;
    auto server = server_t::create(port);

	// Buffer for transfering data blocks out of connected clients
	std::vector<uint8_t> buffer;
    	
	// Your main loop
	while (true)
    {
    	for (auto client : server->clients())
    	{
    		// Loop until there is no new data block available (returned size is 0)
    		while (size_t size = client->peek())
    		{
    			// Resize buffer accordingly
    			buffer.resize(size);
    			
    			// Copy next available client's data block into our buffer
    			client->pop(buffer.data(), size);
    			
    			// ... process the buffer!
    		}
    	}
    	
    	// ... do some other work
    }
        
    return 0;
}

basic_tcp_server

Abstract class for handling incomming connections. You should never create an instance of it directly, since it acts only as a factory base for derived classes, such as tcp_server<T> or web_socket_server<T>. Public interface provides only those methods:

  • void stop() : Stops the server, disconnects all clients.
  • bool is_running() const: Returns true if server is still running.
  • void disconnect(ptr<basic_tcp_client> client): Forcibly disconnects a client.

If you want to derive your own basic_tcp_server, you are required to implement these methods:

  • bool handshake(connection &conn): Right after server accepts new socket connection, you can optionally do some handshake logic there. If the handshake succeeds or you don't need to do any handshaking at all, return true.
  • ptr<basic_tcp_client> accept(connection &conn): Called by the server after handshake is successfully done. This is a factory method for creating your own instances of basic_tcp_client classes. If you are not able to create client instance, return nullptr.
  • void client_connected(ptr<basic_tcp_client> client): Called when new client is successfully created by previous accept call.
  • void client_disconnected(ptr<basic_tcp_client> client): Called before client is disconnected by server.

When constructed, basic_tcp_server automatically spawns two helper threads; one for accepting incoming connections and one for closing disconnected clients. You can take a look at basic_tcp_server::accept_thread implementation to see how the new incoming connections are handled with handshake, accept and client_connected calls.


tcp_server<T>

Concrete implementation of basic_tcp_server that makes sure you are not working against basic_tcp_client instances, but rather with clients of specified type <T>, where <T> must be derived from basic_tcp_client. This is done by making sure that:

  • basic_tcp_server::accept is overridden and returns new instances of <T>
  • basic_tcp_server::client_connected is overridden and redirects all calls to a separate client_connected(ptr<T> client) method
  • basic_tcp_server::client_disconnected is overridden and redirects as well
  • all three methods are made private

For convenience, basic_tcp_server::handshake returns just true.

Public interface provides this extra method:

  • detail::enumerator<T> clients() const: Returns enumerator for iterating through all clients. Look at example 2 to see how it can be used.

basic_tcp_client

Abstract class for connected clients with very basic interface. You should not try to create instance of this class directly, since there are no methods for sending or receiving data.

Public interface provides:

  • void disconnect(): Disconnects this client from the server.
  • bool is_connected() const: Returns true if client is still connected.
  • ptr<basic_tcp_server> server() const: Returns server instance which originally created this client. Could be nullptr if client was created manually.
  • id_t id() const: Returns ID assigned by server.

tcp_client

Concrete implementation of basic_tcp_client, allows sending and receiving data synchronously.

Public interface provides these extra methods:

  • size_t write(const void *ptr, size_t length): Writes (sends) length bytes from memory location ptr. Returns number of bytes written, or basic_tcp_client::invalid_operation otherwise.
  • size_t read(void *ptr, size_t length): Reads up to length bytes into memory location ptr. Returns number of bytes received or basic_tcp_client::invalid_operation otherwise.
  • bool force_write(const void *ptr, size_t length): Forcibly writes length bytes from ptr - calls write method repeatedly to make sure all length bytes are sent by this one call. Returns true on success, false if there was an error.
  • bool force_read(void *ptr, size_t length): Similar to forceWrite, forcibly reads length bytes into ptr - calls read method repeatedly until all length bytes are received by this one call. Returns true on success, false on error.
  • bool read_line(std::string &output): Reads line into output. Returns true on success.

async_tcp_client

Another concrete implementation of basic_tcp_client, allows sending and receiving data asynchronously.

Public interface provides these extra methods:

  • void push(const void *ptr, size_t length): Writes (sends) length bytes from memory location ptr.
  • void push(const std::string &text): Writes (sends) string text.
  • size_t peek() const: Returns number of bytes available for reading through pop.
  • size_t pop(void *ptr, size_t length): Copies up to length received bytes into memory location ptr. Returns number of bytes copied.

If you are not interested in polling the data through peek and pop, you can implement your own asynchronous receiving handler:

  • bool async_received_data(const data_block &db, uint8_t *ptr, size_t length): This will be called by the reading thread whenever there is a new complete block of data ready. Returning true signals that you've processed all the data and the data block can be removed. By returning false, the data block is kept in the reading queue and can be popped later through pop call. If you decide to keep the data in the reading queue, make sure you actually pop the data later via pop, otherwise it will be kept in memory forever. See example 1.

When constructed, async_tcp_client spawns two threads for sending and receiving data. You can alter this behavior by overriding init_threads. Actual sending and receiving is then handled by async_write_handler and async_read_handler methods.


web_socket_client

Extended implementation of async_tcp_client that handles WebSocket connections and hides away most communication details (parsing frame headers, frame continuation, etc.).

Public interface provides this extra method:

  • size_t peek(opcode *op) const: Same as base async_tcp_client::peek, but can also report the type of the next available data block. Set op to nullptr if you are not interested, or use just base async_tcp_client::peek() without parameters.

web_socket_server<T>

Extended implementation of tcp_server<T>, where <T> must be derived from web_socket_client. The only difference between this and tcp_server<T> is additional handling of WebSocket handshake. Rest of the behavior is handled by tcp_server<T> itself.


http_server

Extended implementation of tcp_server<tcp_client> with slightly altered behavior, providing VERY NAIVE HTTP server functionality. You can no longer use regular basic_tcp_server callbacks (handshake, accept, etc.), because http_server does not require any clients. The connections are not persistent, so every request is followed by a response and then the socket is closed. You are only required to implement your own request handler:

  • bool request(const std::string &path, const parameters_t &params, response &resp): TODO

Credits:

  • XmPlayer test uses awesome libxm by Artefact2 (Romain Dalmaso)
  • song.xm (Hybrid Song 2:20) in XmPlayer test downloaded from modarchive.org

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Minimalistic header only WebSocket server implementation in C++


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