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A zig websocket server.

This project follows Zig master. See available branches if you're targeting a specific version.

Skip to the client section.

If you're upgrading from a previous version, check out the Server Migration and Client Migration wikis.

Server

const std = @import("std");
const ws = @import("websocket");

pub fn main() !void {
    var gpa = std.heap.GeneralPurposeAllocator(.{}){};
    const allocator = gpa.allocator();

    var server = try ws.Server(Handler).init(allocator, .{
        .port = 9224,
        .address = "127.0.0.1",
        .handshake = .{
            .timeout = 3,
            .max_size = 1024,
            // since we aren't using hanshake.headers
            // we can set this to 0 to save a few bytes.
            .max_headers = 0,
        },
    });

    // Arbitrary (application-specific) data to pass into each handler
    // Pass void ({}) into listen if you have none
    var app = App{};

    // this blocks
    try server.listen(&app);
}

// This is your application-specific wrapper around a websocket connection
const Handler = struct {
    app: *App,
    conn: *ws.Conn,

    // You must define a public init function which takes
    pub fn init(h: ws.Handshake, conn: *ws.Conn, app: *App) !Handler {
        // `h` contains the initial websocket "handshake" request
        // It can be used to apply application-specific logic to verify / allow
        // the connection (e.g. valid url, query string parameters, or headers)

        _ = h; // we're not using this in our simple case

        return .{
            .app = app,
            .conn = conn,
        };
    }

    // You must defined a public clientMessage method
    pub fn clientMessage(self: *Handler, data: []const u8) !void {
        try self.conn.write(data); // echo the message back
    }
};

// This is application-specific you want passed into your Handler's
// init function.
const App = struct {
  // maybe a db pool
  // maybe a list of rooms
};

Handler

When you create a websocket.Server(Handler), the specified Handler is your structure which will receive messages. It must have a public init function and clientMessage method. Other methods, such as close can optionally be defined.

init

The init method is called with a websocket.Handshake, a *websocket.Conn and whatever app-specific value was passed into Server(H).init.

When init is called, the handshake response has not yet been sent to the client (this allows your init method to return an error which will cause websocket.zig to send an error response and close the connection). As such, you should not use/write to the *websocket.Conn at this point. Instead, use the afterInit method, described next.

The websocket specification requires the initial "handshake" to contain certain headers and values. The library validates these headers. However applications may have additional requirements before allowing the connection to be "upgraded" to a websocket connection. For example, a one-time-use token could be required in the querystring. Applications should use the provided websocket.Handshake to apply any application-specific verification and optionally return an error to terminate the connection.

The websocket.Handshake exposes the following fields:

  • url: []const u8 - URL of the request in its original casing
  • method: []const u8 - Method of the request in its original casing
  • raw_headers: []const u8 - The raw "key1: value1\r\nkey2: value2\r\n" headers. Keys are lowercase.

If you set the max_headers configuration value to > 0, then you can use req.headers.get("HEADER_NAME") to extract a header value from the given name:

// the last parameter, an *App in this case, is an application-specific
// value that you passed into server.listen()
pub fn init(h: websocket.Handshake, conn: websocket.Conn, app: *App) !Handler {
    // get returns a ?[]const u8
    // the name is lowercase
    // the value is in its original case
    const token = handshake.headers.get("authorization") orelse {
        return error.NotAuthorized;
    }

    return .{
        .app = app,
        .conn = conn,
    };
}

You can iterate through all the headers:

var it = handshake.headers.iterator();
while (it.next) |kv| {
    std.debug.print("{s} = {s}\n", .{kv.key, kv.value});
}

Memory referenced by the websocket.Handshake, including headers from handshake.headers will be freed after the call to init completes. Application that need these values to exist beyond the call to init must make a copy.

afterInit

If your handler defines a afterInit(handler: *Handler) !void method, the method is called after the handshake response has been sent. This is the first time the connection can safely be used.

afterInit supports two overloads:

pub fn afterInit(handler: *Handler) !void
pub fn afterInit(handler: *Handler, ctx: anytype) !void

The ctx is the same ctx passed into init. It is passed here for cases where the value is only needed once when the connection is established.

clientMessage

The clientMessage method is called whenever a text or binary message is received.

The clientMessage method can take one of four shapes. The simplest, shown in the first example, is:

// simple clientMessage
clientMessage(h: *Handler, data: []u8) !void

The Websocket specific has a distinct message type for text and binary. Text messages must be valid UTF-8. Websocket.zig does not do this validation (it's expensive and most apps don't care). However, if you do care about the distinction, your clientMessage can take another parameter:

// clientMessage that accepts a tpe to differentiate between messages
// sent as `text` vs those sent as `binary`. Either way, Websocket.zig
// does not validate that text data is valid UTF-8.
clientMessage(h: *Handler, data: []u8, tpe: ws.MessageTextType) !void

Finally, clientMessage can take an optional std.mem.Allocator. If you need to dynamically allocate memory within clientMessage, consider using this allocator. It is a fast thread-local buffer that fallsback to an arena allocator. Allocations made with this allocator are freed after clientMessage returns:

// clientMessage that takes an allocator
clientMessage(h: *Handler, allocator: Allocator, data: []u8) !void

// cilentMessage that takes an allocator AND a MessageTextType
clientMessage(h: *Handler, allocator: Allocator, data: []u8, tpe: ws.MessageTextType) !void`

If clientMessage returns an error, the connection is closed. You can also call conn.close() within the method.

close

If your handler defines a close(handler: *Handler) method, the method is called whenever the connection is being closed. Guaranteed to be called exactly once, so it is safe to deinitialize the handler at this point. This is called no mater the reason for the closure (on shutdown, if the client closed the connection, if your code close the connection, ...)

The socket may or may not still be alive.

clientClose

If your handler defines a clientClose(handler: *Handler, data: []u8) !void method, the function will be called whenever a close message is received from the client.

You almost certainly do not want to define this method and instead want to use close(). When not defined, websocket.zig follows the websocket specific and replies with its own matching close message.

clientPong

If your handler defines a clientPong(handler: *Handler, data: []u8) !void method, the function will be called whenever a pong message is received from the client. When not defined, no action is taken.

clientPing

If your handler defines a clientPing(handler: *Handler, data: []u8) !void method, the function will be called whenever ping message is received from the client. When not defined, websocket.zig will write a corresponding pong reply.

websocket.Conn

The call to init includes a *websocket.Conn. It is expected that handlers will keep a reference to it. The main purpose of the *Conn is to write data via conn.write([]const u8) and conn.writeBin([]const u8). The websocket protocol differentiates between a "text" and "binary" message, with the only difference that "text" must be valid UTF-8. This library does not enforce this. Which you use really depends on what your client expects. For browsers, text messages appear as strings, and binary messages appear as a Blob or ArrayBuffer (depending on how the client is configured).

conn.close(.{}) can also be called to close the connection. Calling conn.close() will result in the handler's close callback being called.

close takes an optional value where you can specify the code and/or reason: conn.close(.{.code = 4000, .reason = "bye bye"}) Refer to RFC6455 for valid codes. The reason must be <= 123 bytes.

Writer

It's possible to get a std.io.Writer from a *Conn. Because websocket messages are framed, the writter will buffer the message in memory and requires an explicit "flush". Buffering requires an allocator.

// .text or .binary
var wb = conn.writeBuffer(.text, allocator);
defer wb.deinit();
try std.fmt.format(wb.writer(), "it's over {d}!!!", .{9500});
try wb.flush();

Consider using the clientMessage overload which accepts an allocator. Not only is this allocator fast (it's a thread-local buffer than fallsback to an arena), but it also eliminates the need to call deinit:

pub fn clientMessage(h: *Handler, allocator: Allocator, data: []const u8) !void {
    // Use the provided allocator.
    // It's faster and doesn't require `deinit` to be called

    var wb = conn.writeBuffer(.text, allocator);
    try std.fmt.format(wb.writer(), "it's over {d}!!!", .{9500});
    try wb.flush();
}

Thread Safety

Websocket.zig ensures that only 1 message per connection/handler is processed at a time. Therefore, you will never have concurrent calls to clientMessage, clientPing, clientPong or clientClose. Conversely, concurrent calls to methods of *websocket.Conn are allowed (i.e. conn.write and conn.close).

Config

The 2nd parameter to Server(H).init is a configuration object.

pub const Config = struct {
    port: u16 = 9882,

    // Ignored if unix_path is set
    address: []const u8 = "127.0.0.1",

    // Not valid on windows
    unix_path: ?[]const u8 = null,

    // In nonblocking mode (Linux/Mac/BSD), sets the number of
    // listening threads. Defaults to 1.
    // In blocking mode, this is ignored and always set to 1.
    worker_count: ?u8 = null,

    // The maximum number of connections, per worker.
    // default: 16_384
    max_conn: ?usize = null,

    // The maximium allows message size. 
    // A websocket message can have up to 14 bytes of overhead/header
    // Default: 65_536
    max_message_size: ?usize = null,

    handshake: Config.Handshake = .{},
    thread_pool: ThreadPool = .{},
    buffers: Config.Buffers = .{},

    // In blocking mode the thread pool isn't used 
    pub const ThreadPool = struct {
        // Number of threads to process messages.
        // These threads are where your `clientXYZ` method will execute.
        // Default: 4.
        count: ?u16 = null,

        // The maximum number of pending requests that the thread pool will accept
        // This applies back pressure to worker and ensures that, under load
        // pending requests get precedence over processing new requests.
        // Default: 500.
        backlog: ?u32 = null,

        // Size of the static buffer to give each thread. Memory usage will be 
        // `count * buffer_size`.
        // If clientMessage isn't defined with an Allocator, this defaults to 0.
        // Else it default to 32768
        buffer_size: ?usize = null,
    };

    const Handshake = struct {
        // time, in seconds, to timeout the initial handshake request
        timeout: u32 = 10,

        // Max size, in bytes, allowed for the initial handshake request.
        // If you're expected a large handshake (many headers, large cookies, etc)
        // you'll need to set this larger.
        // Default: 1024
        max_size: ?u16 = null,

        // Max number of headers to capture. These become available as
        // handshake.headers.get(...).
        // Default: 0
        max_headers: ?u16 = null,

        // Count of handshake objects to keep in a pool. More are created
        // as needed.
        // Default: 32
        count: ?u16 = null,
    };

    const Buffers = struct {
        // The number of "small" buffers to keep pooled.
        //
        // When `null`, the small buffer pool is disabled and each connection
        // gets its own dedicated small buffer (of `size`). This is reasonable
        // when you expect most clients to be sending a steady stream of data.
        
        // When set > 0, a pool is created (of `size` buffers) and buffers are 
        // assigned as messages are received. This is reasonable when you expect
        // sporadic and messages from clients.
        //
        // Default: `null`
        small_pool: ?usize = null,

        // The size of each "small" buffer. Depending on the value of `pool`
        // this is either a per-connection buffer, or the size of pool buffers
        // shared between all connections
        // Default: 2048
        small_size: ?usize = null,

        // The number of large buffers to have in the pool.
        // Messages larger than `buffers.small_size` but smaller than `max_message_size`
        // will attempt to use a large buffer from the pool.
        // If the pool is empty, a dynamic buffer is created.
        // Default: 8
        large_pool: ?u16 = null,

        // The size of each large buffer.
        // Default: min(2 * buffers.small_size, max_message_size)
        large_size: ?usize = null,
    };
}

Logging

websocket.zig uses Zig's built-in scope logging. You can control the log level by having an std_options decleration in your program's main file:

pub const std_options = .{
    .log_scope_levels = &[_]std.log.ScopeLevel{
        .{ .scope = .websocket, .level = .err },
    }
};

Advanced

Pre-Framed Comptime Message

Websocket message have their own special framing. When you use conn.write or conn.writeBin the data you provide is "framed" into a correct websocket message. Framing is fast and cheap (e.g., it DOES NOT require an O(N) loop through the data). Nonetheless, there may be be cases where pre-framing messages at compile-time is desired. The websocket.frameText and websocket.frameBin can be used for this purpose:

const UNKNOWN_COMMAND = websocket.frameText("unknown command");
...

pub fn clientMessage(self: *Handler, data: []const u8) !void {
    if (std.mem.startsWith(u8, data, "join: ")) {
        self.handleJoin(data)
    } else if (std.mem.startsWith(u8, data, "leave: ")) {
        self.handleLead(data)
    } else {
        try self.conn.writeFramed(UNKNOWN_COMMAND);
    }
}

Blocking Mode

kqueue (BSD, MacOS) or epoll (Linux) are used on supported platforms. On all other platforms (most notably Windows), a more naive thread-per-connection with blocking sockets is used.

The comptime-safe, websocket.blockingMode() bool function can be called to determine which mode websocket is running in (when it returns true, then you're running the simpler blocking mode).

Per-Connection Buffers

In non-blocking mode, the buffers.small_pool and buffers.small_size should be set for your particular use case. When buffers.small_pool == null, each connection gets its own buffer of buffers.small_size bytes. This is a good option if you expect most of your clients to be sending a steady stream of data. While it might take more memory (# of connections * buffers.small_size), its faster and minimizes multi-threading overhead.

However, if you expect clients to only send messages sporadically, such as a chat application, enabling the pool can reduce memory usage at the cost of a bit of overhead.

In blocking mode, these settings are ignored and each connection always gets its own buffer (though there is still a shared large buffer pool).

Stopping

server.stop() can be called to stop the webserver. It is safe to call this from a different thread (i.e. a sigaction handler).

Testing

The library comes with some helpers for testing.

const wt = @import("websocket").testing;

test "handler: echo" {
    var wtt = wt.init();
    defer wtt.deinit();

    // create an instance of your handler (however you want)
    // and use &tww.conn as the *ws.Conn field
    var handler = Handler{
        .conn = &wtt.conn,
    };

    // execute the methods of your handler
    try handler.clientMessage("hello world");

    // assert what the client should have received
    try wtt.expectMessage(.text, "hello world");
}

Besides expectMessage you can also call expectClose().

Note that this testing is heavy-handed. It opens up a pair of sockets with one side listening on 127.0.0.1 and accepting a connection from the other. wtt.conn is the "server" side of the connection, and assertion happens on the client side.

Client

The *websocket.Client can be used in one of two ways. At its simplest, after creating a client and initiating a handshake, you simply use write to send messages and read to receive them. First, we create the client and initiate the handshake:

pub fn main() !void {
  var gpa = std.heap.GeneralPurposeAllocator(.{}){};
  const allocator = gpa.allocator();

  // create the client
  var client = try websocket.Client.init(allocator, .{
    .port = 9224,
    .host = "localhost",
  });
  defer client.deinit();

  // send the initial handshake request
  const request_path = "/ws";
  try client.handshake(request_path, .{
    .timeout_ms = 1000,
    // Raw headers to send, if any. 
    // A lot of servers require a Host header.
    // Separate multiple headers using \r\n
    .headers = "Host: localhost:9224",
  });
}

We can then use read and write. By default, read blocks until a message is received (or an error occurs). We can make it return null by setting a timeout:

  // optional, read will return null after 1 second
  try client.readTimeout(std.time.ms_per_s * 1);

  // echo messages back to the server until the connection is closed
  while (true) {
    // since we didn't set a timeout, client.read() will either
    // return a message or an error (i.e. it won't return null)
    const message = (try client.read()) orelse {
        // no message after our 1 second
        std.debug.print(".", .{});
        continue;
    };

    // must be called once you're done processing the request
    defer client.done(message);

    switch (message.type) {
      .text, .binary => {
        std.debug.print("received: {s}\n", .{message.data});
        try client.write(message.data);
      },
      .ping => try client.writePong(message.data),
      .pong => {},
      .close => {
        client.close();
        break;
      }
    }
  }
}

Config

When creating a Client, the 2nd parameter is a configuration object:

  • port - The port to connect to. Required.
  • host - The host/IP address to connect to. The Host:IP value IS NOT automatically put in the header of the handshake request. Required.
  • max_size - Maximum incoming message size to allow. The library will dynamically allocate up to this much space per request. Default: 65536.
  • buffer_size - Size of the static buffer that's available for the client to process incoming messages. While there's other overhead, the minimal memory usage of the server will be # of active clients * buffer_size. Default: 4096.
  • tls - Whether or not to connect over TLS. Only TLS 1.3 is supported. Default: false.
  • ca_bundle - Provide a custom std.crypto.Certificate.Bundle. Only meaningful when tls = true. Default: null.

Setting max_size == buffer_size is valid and will ensure that no dynamic memory allocation occurs once the connection is established.

Zig only supports TLS 1.3, so this library can only connect to hosts using TLS 1.3. If no ca_bundle is provided, the library will create a default bundle per connection.

Handshake

client.handshake() takes two parameters. The first is the request path. The second is handshake configuration value:

  • timeout_ms - Timeout, in milliseconds, for the handshake. Default: 10_000 (10 seconds).
  • headers - Raw headers to include in the handshake. Multiple headers should be separated by by "\r\n". Many servers require a Host header. Example: "Host: server\r\nAuthorization: Something". Defaul: null

Custom Wrapper

In more advanced cases, you'll likely want to wrap a *ws.Client in your own type and use a background read loop with "callback" methods. Like in the above example, you'll first want to create a client and initialize a handshake:

const ws = @import("websocket");

const Handler = struct {
  client: ws.Client,

  fn init(allocator: std.mem.Allocator) !Handler {
    var client = try ws.Client.init(allocator, .{
      .port = 9224,
      .host = "localhost",
    });
    defer client.deinit();

     // send the initial handshake request
    const request_path = "/ws";
    try client.handshake(request_path, .{
      .timeout_ms = 1000,
      .headers = "host: localhost:9224\r\n",
    });

    return .{
      .client = client,
    };
  }

You can then call client.readLoopInNewThread() to start a background listener. Your handler must define a serverMessage method:

  pub fn startLoop(self: *Handler) !void {
    // use readLoop for a blocking version
    const thread = try self.client.readLoopInNewThread(self);
    thread.detach();
  }

  pub fn serverMessage(self: *Handler, data: []u8) !void {
    // echo back to server
    return self.client.write(data);
  }
}

Websockets have a number of different message types. serverMessage only receives text and binary messages. If you care about the distinction, you can use an overload:

pub fn serverMessage(self: *Handler, data: []u8, tpe: ws.MessageTextType) !void

where tpe will be either .text or .binary. Different callbacks are used for the other message types.

Optional Callbacks

In addition to the required serverMessage, you can define optional callbacks.

// Guaranteed to be called exactly once when the readLoop exits
pub fn close(self: *Handler) void

// If omitted, websocket.zig will automatically reply with a pong
pub fn serverPing(self: *Handler, data: []u8) !void

// If omitted, websocket.zig will ignore this  message
pub fn serverPong(self: *Handler) !void

// If omitted, websocket.zig will automatically reply with a close message
pub fn serverClose(self: *Handler) !void

You almost certainly do not want to define a serverClose method, but instead what do define a close method. In your close callback, you should call client.close(.{}) (and optionally pass a code and reason).

Client

Whether you're calling client.read() explicitly or using client.readLoopInNewThread() (or client.readLoop()), the client API is the same. In both cases, the various write methods, as well as close() are thread-safe.

Writing

It may come as a surprise, but every variation of write expects a []u8, not a []const u8. Websocket payloads sent from a client need to be masked, which the websocket.zig library handles. It is obviously more efficient to mutate the given payload versus creating a copy. By taking a []u8, applications with mutable buffers benefit from avoiding the clone. Applications that have immutable buffers will need to create a mutable clone.

// write a text message
pub fn write(self: *Client, data: []u8) !void

// write a text message (same as client.write(data))
pub fn writeText(self: *Client, data: []u8) !void

// write a binary message
pub fn writeBin(self: *Client, data: []u8) !void

// write a ping message
pub fn writePing(self: *Client, data: []u8) !void

// write a pong message
// if you don't define a handlePong message, websocket.zig
// will automatically answer any ping with a pong
pub fn writePong(self: *Client, data: []u8) !void

// lower-level, use by all of the above
pub fn writeFrame(self: *Client, op_code: proto.OpCode, data: []u8) !void

Reading

As seen above, most applications will either chose to call read() explicitly or use a readLoop. It is *not safe to call read while the read loop is running.

// Reads 1 message. Returns null on timeout
// Set a timeout using `client.readTimeout(ms)`
pub fn read(self: *Client) !?ws.Message


// Starts a readloop in the calling thread. 
// `@TypeOf(handler)` must define the `serverMessage` callback
// (and may define other optional callbacks)
pub fn readLoop(self: *Client, handler: anytype) !void

// Same as `readLoop` but starts the readLoop in a new thread
pub fn readLoopInNewThread(self: *Client, h: anytype) !std.Thread

Closing

Use try client.close(.{.code = 4000, .reason = "bye"}) to both send a close frame and close the connection. Noop if the connection is already known to be close. Thread safe.

Both code and reason are optional. Refer to RFC6455 for valid codes. The reason must be <= 123 bytes.

Performance Optimization 1 - CA Bundle

For a high number of connections, it might be beneficial to manage our own CA bundle:

// some global data
var ca_bundle = std.crypto.Certificate.Bundle{}
try ca_bundle.rescan(allocator);
defer ca_bundle.deinit(allocator);

And then assign this ca_bundle into the the configuration's ca_bundle field. This way the library does not have to create and scan the installed CA certificates for each client connection.

Performance Optimization 2 - Buffer Provider

For a high nummber of connections a large buffer pool can be created and provided to each client:

// Create a buffer pool of 10 buffers, each being 32K
const buffer_provider = try websocket.bufferProvider(allocator, 10, 32768);
defer buffer_provider.deinit();


// create your client(s) using the above created buffer_provider
var client = try websocket.connect(allocator, "localhost", 9001, .{
    ...
    .buffer_provider = buffer_provider,
});

This allows each client to have a reasonable buffer_size that can accomodate most messages, while having an efficient fallback for the occasional large message. When max_size is greater than the large buffer pool size (32K in the above example) or when all pooled buffers are used, a dynamic buffer is created.

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