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SocketIoClient.m
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//
// SocketIoClient.m
// SocketIoCocoa
//
// Created by Fred Potter on 11/11/10.
// Copyright 2010 Fred Potter. All rights reserved.
//
#import "SocketIoClient.h"
#import "WebSocket.h"
@interface SocketIoClient () <WebSocketDelegate>
@property (nonatomic, retain, readwrite) NSString *sessionId;
@property (nonatomic, readwrite) SocketIoClientState state;
- (void)log:(NSString *)message;
- (NSString *)encode:(NSArray *)messages;
- (void)onDisconnect;
- (void)onError:(NSError *)error;
- (void)onConnectError:(NSError *)error;
- (void)notifyMessagesSent:(NSArray *)messages;
@end
NSString *SocketIoClientErrorDomain = @"SocketIoClientErrorDomain";
@implementation SocketIoClient
@synthesize sessionId = _sessionId, delegate = _delegate, connectTimeout = _connectTimeout,
heartbeatTimeout = _heartbeatTimeout, state = _state, host = _host, port = _port;
- (id)initWithHost:(NSString *)host port:(NSInteger)port {
if (self = [super init]) {
_host = [host retain];
_port = port;
_queue = [[NSMutableArray array] retain];
_connectTimeout = 5.0;
_heartbeatTimeout = 15.0;
NSString *URL = [NSString stringWithFormat:@"ws://%@:%d/socket.io/websocket",
_host,
_port];
_webSocket = [[WebSocket alloc] initWithURLString:URL delegate:self];
}
return self;
}
- (void)dealloc {
[_host release];
[_queue release];
[_webSocket release];
[_sessionId release];
[super dealloc];
}
- (BOOL)isConnected {
return [self state] == SocketIoClientStateConnected;
}
- (BOOL)isConnecting {
return [self state] == SocketIoClientStateConnecting;
}
- (void)checkIfConnected {
[self log:[NSString stringWithFormat:@"checkIfConnected, state is %d", [self state]]];
if ([self state] == SocketIoClientStateConnecting) {
// First close the socket, in case the client tries to immediately reconnect.
// This will not dispatch any messages to the delegate (as documented)
// since state is not Connected.
[self disconnect];
[self onConnectError:[NSError errorWithDomain:SocketIoClientErrorDomain
code:SocketIoClientErrorConnectionTimeout
userInfo:nil]];
}
}
- (void)connect {
if ([self state] != SocketIoClientStateConnected) {
if ([self state] == SocketIoClientStateConnecting) {
// This will cancel the connection. The delegate will not receive an error
// since state is still not Connected.
[self disconnect];
}
[self setState:SocketIoClientStateConnecting];
[_webSocket open];
if (_connectTimeout > 0.0) {
[NSObject cancelPreviousPerformRequestsWithTarget:self selector:@selector(checkIfConnected) object:nil];
[self performSelector:@selector(checkIfConnected) withObject:nil afterDelay:_connectTimeout];
}
}
}
- (void)disconnect {
[self log:@"Disconnect"];
if ([self state] == SocketIoClientStateConnecting) {
// Set state to Disconnected to ensure that the delegate doesn't receive
// connectDidFailWithError: messages.
// If state is Connected, leave it that way so that you *do* receive
// a didDisconnectWithError: message.
[self setState:SocketIoClientStateDisconnected];
// Also cancel the connection timeout timer, so you don't get an error after
// disconnecting.
[NSObject cancelPreviousPerformRequestsWithTarget:self selector:@selector(checkIfConnected) object:nil];
}
[_webSocket close];
}
- (void)send:(NSString *)data isJSON:(BOOL)isJSON {
[self log:[NSString stringWithFormat:@"Sending %@:\n%@", isJSON ? @"JSON" : @"TEXT", data]];
NSDictionary *message = [NSDictionary dictionaryWithObjectsAndKeys:
data,
@"data",
isJSON ? @"json" : @"text",
@"type",
nil];
if ([self state] != SocketIoClientStateConnected) {
[_queue addObject:message];
} else {
NSArray *messages = [NSArray arrayWithObject:message];
[_webSocket send:[self encode:messages]];
[self notifyMessagesSent:messages];
}
}
#pragma mark SocketIO Related Protocol
- (void)notifyMessagesSent:(NSArray *)messages {
if ([_delegate respondsToSelector:@selector(socketIoClient:didSendMessage:isJSON:)]) {
for (NSDictionary *message in messages) {
NSString *data = [message objectForKey:@"data"];
NSString *type = [message objectForKey:@"type"];
[_delegate socketIoClient:self didSendMessage:data isJSON:[type isEqualToString:@"json"]];
}
}
}
- (NSString *)encode:(NSArray *)messages {
NSMutableString *buffer = [[[NSMutableString alloc] initWithCapacity:0] autorelease];
for (NSDictionary *message in messages) {
NSString *data = [message objectForKey:@"data"];
NSString *type = [message objectForKey:@"type"];
NSString *dataWithType = nil;
if ([type isEqualToString:@"json"]) {
dataWithType = [NSString stringWithFormat:@"~j~%@", data];
} else {
dataWithType = data;
}
[buffer appendString:@"~m~"];
[buffer appendFormat:@"%d", [dataWithType length]];
[buffer appendString:@"~m~"];
[buffer appendString:dataWithType];
}
return buffer;
}
- (NSArray *)decode:(NSString *)data {
NSMutableArray *messages = [NSMutableArray array];
int i = 0;
int len = [data length];
while (i < len) {
if ([[data substringWithRange:NSMakeRange(i, 3)] isEqualToString:@"~m~"]) {
i += 3;
int lengthOfLengthString = 0;
for (int j = i; j < len; j++) {
unichar c = [data characterAtIndex:j];
if ('0' <= c && c <= '9') {
lengthOfLengthString++;
} else {
break;
}
}
int messageLength = [[data substringWithRange:NSMakeRange(i, lengthOfLengthString)] intValue];
i += lengthOfLengthString;
// skip past the next frame
i += 3;
NSString *message = [data substringWithRange:NSMakeRange(i, messageLength)];
i += messageLength;
[messages addObject:message];
} else {
// No frame marker
break;
}
}
return messages;
}
- (void)onTimeout {
[self log:@"Timed out waiting for heartbeat."];
// Explicitly disconnect if the heartbeat timer times out. After
// disconnection, you will not receive any more messages unless you explicitly
// reconnect. (Previous versions of this library sent a
// socketIoClientDidDisconnect: message to the delegate, but did not actually
// close the connection, meaning the connection could miraculously reopen if
// a message was later received.)
// Prevent the delegate from getting a second message when the connection is
// closed upon request:
[self setState:SocketIoClientStateDisconnected];
[self disconnect];
// Send the delegate the error:
[self onError:[NSError errorWithDomain:SocketIoClientErrorDomain
code:SocketIoClientErrorHeartbeatTimeout
userInfo:nil]];
}
- (void)clearTimeout {
if (_timeout != nil) {
[_timeout invalidate];
[_timeout release];
_timeout = nil;
}
}
- (void)setTimeout {
// If the heartbeat timer is the last remaining reference to self,
// invalidating it will immediately release self and then creating a new timer
// will fail since we're already deallocated. Prevent this by carefully
// creating a new timer first (which retains self) and *then* invalidating
// the old one.
[self log:@"setTimeout resetting heartbeat timer"];
NSTimer *t = [NSTimer scheduledTimerWithTimeInterval:_heartbeatTimeout
target:self
selector:@selector(onTimeout)
userInfo:nil
repeats:NO];
[self clearTimeout];
_timeout = [t retain];
}
- (void)onHeartbeat:(NSString *)heartbeat {
[self send:[NSString stringWithFormat:@"~h~%@", heartbeat] isJSON:NO];
}
- (void)doQueue {
if ([_queue count] > 0) {
[_webSocket send:[self encode:_queue]];
[self notifyMessagesSent:_queue];
[_queue removeAllObjects];
}
}
- (void)onConnect {
[self setState:SocketIoClientStateConnected];
[self doQueue];
if ([_delegate respondsToSelector:@selector(socketIoClientDidConnect:)]) {
[_delegate socketIoClientDidConnect:self];
}
[self setTimeout];
// Clear any checkIfTimeout pending calls since we're now connected.
// Otherwise if we are connected and immediately disconnected, a spurrious
// timeout error could be generated.
[NSObject cancelPreviousPerformRequestsWithTarget:self selector:@selector(checkIfConnected) object:nil];
}
- (void)onDisconnect {
if ([_delegate respondsToSelector:@selector(socketIoClient:didDisconnectWithError:)]) {
[_delegate socketIoClient:self didDisconnectWithError:nil];
}
}
- (void)onMessage:(NSString *)message {
[self log:[NSString stringWithFormat:@"Message: %@", message]];
if ([self sessionId] == nil) {
[self setSessionId:message];
[self onConnect];
} else if ([[message substringWithRange:NSMakeRange(0, 3)] isEqualToString:@"~h~"]) {
[self onHeartbeat:[message substringFromIndex:3]];
} else if ([[message substringWithRange:NSMakeRange(0, 3)] isEqualToString:@"~j~"]) {
if ([_delegate respondsToSelector:@selector(socketIoClient:didReceiveMessage:isJSON:)]) {
[_delegate socketIoClient:self didReceiveMessage:[message substringFromIndex:3] isJSON:YES];
}
} else {
if ([_delegate respondsToSelector:@selector(socketIoClient:didReceiveMessage:isJSON:)]) {
[_delegate socketIoClient:self didReceiveMessage:message isJSON:NO];
}
}
}
- (void)onData:(NSString *)data {
[self setTimeout];
NSArray *messages = [self decode:data];
for (NSString *message in messages) {
[self onMessage:message];
}
}
- (void)onError:(NSError *)error {
if ([_delegate respondsToSelector:@selector(socketIoClient:didDisconnectWithError:)]) {
[_delegate socketIoClient:self didDisconnectWithError:error];
}
}
- (void)onConnectError:(NSError *)error {
[NSObject cancelPreviousPerformRequestsWithTarget:self selector:@selector(checkIfConnected) object:nil];
if ([_delegate respondsToSelector:@selector(socketIoClient:connectDidFailWithError:)]) {
[_delegate socketIoClient:self connectDidFailWithError:error];
}
}
#pragma mark WebSocket Delegate Methods
// In case of error or socket close, it's important that we don't send the
// delegate the corresponding message immediately.
// Otherwise the AsyncSocket will still be in the process of shutting down
// its socket when the delegate receives the message. If the delegate
// immediately retries the connection, we'll end up connecting in the middle
// of a pending disconnection.
// Delay with performSelector:withObject:afterDelay:.
- (void)webSocket:(WebSocket *)ws didFailWithError:(NSError *)error {
[self log:[NSString stringWithFormat:@"Connection failed with error: %@", [error localizedDescription]]];
// After an error, heartbeat timeouts don't matter any more.
[self clearTimeout];
if ([self state] == SocketIoClientStateConnected) {
// We had a fully negotiated connection, but the connection failed.
[self performSelector:@selector(onError:) withObject:error afterDelay:0.0];
} else {
// In this case we were connecting, but experienced a socket error.
[self performSelector:@selector(onConnectError:) withObject:error afterDelay:0.0];
}
[self setState:SocketIoClientStateDisconnected];
}
- (void)webSocketDidClose:(WebSocket*)webSocket {
[self log:[NSString stringWithFormat:@"Connection closed."]];
// We're now disconnected, so heartbeat timeouts don't matter any more.
[self clearTimeout];
// If we are still connected, then we never received didFailWithError:.
// The user must have requested disconnection by calling -disconnect.
if ([self state] == SocketIoClientStateConnected) {
[self performSelector:@selector(onDisconnect) withObject:nil afterDelay:0.0];
}
[self setState:SocketIoClientStateDisconnected];
// Finally, clear the sessionId since the websocket is no longer connected.
[self setSessionId:nil];
}
- (void)webSocketDidOpen:(WebSocket *)ws {
[self log:[NSString stringWithFormat:@"Connection opened."]];
}
- (void)webSocket:(WebSocket *)ws didReceiveMessage:(NSString*)message {
[self log:[NSString stringWithFormat:@"Received %@", message]];
[self onData:message];
}
- (void)log:(NSString *)message {
#ifdef SOCKETIO_DEBUG
NSLog(@"%@: %@", self, message);
#endif
}
@end