利用html 5 websocket作個山寨版web聊天室(手寫C#服務器)

以前的博客中提到過看到html5 的websocket後很感興趣,終於能夠擺脫長輪詢(websocket以前的實現方式能夠看看Developer Works上的一篇文章,有簡單提到,同時也說了websocket基本概念)等方式作一個山寨版的web聊天室。javascript

什麼是websocket

 WebSocket 協議是html5引入的一種新的協議,其目的在於實現了瀏覽器與服務器全雙工通訊。看了上面連接的同窗確定對過去怎麼低效率高消耗(輪詢或comet)的作此事已經有所瞭解了,而在websocket API,瀏覽器和服務器只須要要作一個握手的動做,而後,瀏覽器和服務器之間就造成了一條快速通道。二者之間就直接能夠數據互相傳送。同時這麼作有兩個好處php

1.通訊傳輸字節減小:比起之前使用http傳輸數據,websocket傳輸的額外信息不多,據百度說只有2khtml

2.服務器能夠主動向客戶端推送消息,而不用客戶端去查詢html5

關於概念和好處,網上處處都是,再也不贅述,簡單看看其原理,而後動手寫一個web版聊天室吧java

握手

 除了TCP鏈接的三次握手,websocket協議中客戶端與服務器想創建鏈接須要一次額外的握手動做,在最新版的協議中是這個樣子的node

客戶端向服務器發送請求nginx

GET / HTTP/1.1
Upgrade: websocket
Connection: Upgrade
Host: 127.0.0.1:8080
Origin: http://test.com
Pragma: no-cache
Cache-Control: no-cache
Sec-WebSocket-Key: OtZtd55qBhJF2XLNDRgUMg==
Sec-WebSocket-Version: 13
Sec-WebSocket-Extensions: x-webkit-deflate-frame
User-Agent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_9_0) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/31.0.1650.57 Safari/537.36

服務器給出響應git

HTTP/1.1 101 Switching Protocols
Upgrade: websocket
Connection: Upgrade
Sec-WebSocket-Accept: xsOSgr30aKL2GNZKNHKmeT1qYjA=

 在請求中的「Sec-WebSocket-Key」是隨機的,服務器端會用這些數據來構造出一個SHA-1的信息摘要。把「Sec-WebSocket-Key」加上一個魔幻字符串「258EAFA5-E914-47DA-95CA-C5AB0DC85B11」。使用 SHA-1 加密,以後進行 BASE-64編碼,將結果作爲 「Sec-WebSocket-Accept」 頭的值,返回給客戶端(來自維基百科)。github

websocket API

通過握手以後瀏覽器與服務器創建鏈接,二者就能夠互相通訊了。websocket的API真心很簡單,看看W3C的定義web

enum BinaryType { "blob", "arraybuffer" };
[Constructor(DOMString url, optional (DOMString or DOMString[]) protocols)]
interface WebSocket : EventTarget {
  readonly attribute DOMString url;

  // ready state
  const unsigned short CONNECTING = 0; const unsigned short OPEN = 1; const unsigned short CLOSING = 2; const unsigned short CLOSED = 3;
  readonly attribute unsigned short readyState;
  readonly attribute unsigned long bufferedAmount;

  // networking
 attribute EventHandler onopen; attribute EventHandler onerror; attribute EventHandler onclose;
  readonly attribute DOMString extensions;
  readonly attribute DOMString protocol;
  void close([Clamp] optional unsigned short code, optional DOMString reason);

  // messaging
 attribute EventHandler onmessage;
           attribute BinaryType binaryType;
  void send(DOMString data); void send(Blob data); void send(ArrayBuffer data); void send(ArrayBufferView data);
};

建立websocket

ws=new WebSocket(address); //ws://127.0.0.1:8080

 

調用其構造函數,傳入地址,就能夠建立一個websocket了,值得注意的是地址協議得是ws/wss

關閉socket

ws.close();

 

調用webservice實例的close()方法就能夠關閉webservice,固然也能夠傳入一個code和string說明爲何關了

幾個回調函數句柄

因爲其異步執行,回調函數天然少不了,有四個重要的

  • onopen:鏈接建立後調用
  • onmessage:接收到服務器消息後調用
  • onerror:出錯時調用
  • onclose:關閉鏈接的時候調用

看名字就知道是幹什麼的了,每一個回調函數都會傳入一個Event對象,能夠經過event.data訪問消息

使用API

咱們能夠在建立socket成功後爲其回調函數賦值

ws=new WebSocket(address);
            ws.onopen=function(e){
                var msg=document.createElement('div');
                msg.style.color='#0f0';
                msg.innerHTML="Server > connection open.";
                msgContainer.appendChild(msg);
                ws.send('{<'+document.getElementById('name').value+'>}');
            };

 也能夠經過事件綁定的方式

ws=new WebSocket(address);
            ws.addEventListener('open',function(e){
                var msg=document.createElement('div');
                msg.style.color='#0f0';
                msg.innerHTML="Server > connection open.";
                msgContainer.appendChild(msg);
                ws.send('{<'+document.getElementById('name').value+'>}');
            });

 客戶端實現

其實客戶端的實現比較簡單,除了websocket相關的幾句就是一些自動focus、回車鍵事件處理、消息框自動定位到底部等簡單功能,不一一說明了

 1 <!DOCTYPE html>
 2 <html>
 3 <head>
 4     <title>Web Socket Client</title>
 5 </head>
 6 <body style="padding:10px;">
 7     <h1>Web Socket Chating Room</h1>
 8     <div style="margin:5px 0px;">
 9         Address:
10         <div><input id="address" type="text" value="ws://127.0.0.1:8080" style="width:400px;"/></div>
11     </div>
12     <div style="margin:5px 0px;">
13         Name:
14         <div><input id="name" type="text" value="Byron" style="width:400px;"/></div>
15     </div>
16     <div>
17         <button id="connect" onclick="connect();">connect server</button> &nbsp;&nbsp;
18         <button id="disconnect" onclick="quit();">disconnect</button>&nbsp;&nbsp;
19         <button id="clear" onclick="clearMsg();">clear</button>
20     </div>
21     <h5 style="margin:4px 0px;">Message:</h5>
22     <div id="message" style="border:solid 1px #333; padding:4px; width:400px; overflow:auto;
23          background-color:#404040; height:300px; margin-bottom:8px; font-size:14px;">
24     </div>
25     <input id="text" type="text" onkeypress="enter(event);" style="width:340px"/> &nbsp;&nbsp;
26     <button id="send" onclick="send();">send</button>
27 
28     <script type="text/javascript">
29         var name=document.getElementById('name').value;
30         var msgContainer=document.getElementById('message');
31         var text=document.getElementById('text');
32 
33         function connect () {
34             var address=document.getElementById('address').value;
35             
36             ws=new WebSocket(address);
37             ws.onopen=function(e){
38                 var msg=document.createElement('div');
39                 msg.style.color='#0f0';
40                 msg.innerHTML="Server > connection open.";
41                 msgContainer.appendChild(msg);
42                 ws.send('{<'+document.getElementById('name').value+'>}');
43             };
44             ws.onmessage=function(e){
45                 var msg=document.createElement('div');
46                 msg.style.color='#fff';
47                 msg.innerHTML=e.data;
48                 msgContainer.appendChild(msg);
49             };
50             ws.onerror=function(e){
51                 var msg=document.createElement('div');
52                 msg.style.color='#0f0';
53                 msg.innerHTML='Server > '+e.data;
54                 msgContainer.appendChild(msg);
55             };
56             ws.onclose=function(e){
57                 var msg=document.createElement('div');
58                 msg.style.color='#0f0';
59                 msg.innerHTML="Server > connection closed by server.";
60                 msgContainer.appendChild(msg);
61             };
62             text.focus();
63         }
64 
65         function quit(){
66             if(ws){
67                 ws.close();
68                 var msg=document.createElement('div');
69                 msg.style.color='#0f0';
70                 msg.innerHTML='Server > connection closed.';
71                 msgContainer.appendChild(msg);
72                 ws=null;
73             }
74         }
75 
76         function send(){
77             ws.send(text.value);
78             setTimeout(function(){
79                 msgContainer.scrollTop=msgContainer.getBoundingClientRect().height;
80             },100);
81             text.value='';
82             text.focus();
83         }
84 
85         function clearMsg(){
86             msgContainer.innerHTML="";
87         }
88 
89         function enter(event){
90             if(event.keyCode==13){
91              send(); 
92             } 
93         }
94     </script>
95 </body>
96 </html>
View Code

 

服務器支持

 其實websocket的服務器實現網上能夠找到不少了,向維基百科中列出的

 可是我但願加入一些本身特定的處理,好比用戶名識別啊、廣播啊什麼的,因此本身實現了一個簡單的C#版本

websocket 聊天室C#服務器實現

我上篇博客C# socket編程實踐——支持廣播的簡單socket服務器中介紹了怎麼實現一個簡單的C#廣播服務器,在這上面擴展兩個部分就能做爲websocket服務器了

1.wecsocket握手處理

 當服務器收到瀏覽器握手請求後,首先須要識別握手信息,我簡單粗暴的使用了包含字符串處理,固然加入了是否握過手的判斷

client.BeginReceive (buffer, 0, buffer.Length, SocketFlags.None, new AsyncCallback (Recieve), client);
                string msg = Encoding.UTF8.GetString (buffer, 0, length);

                if (!clientPool [client].IsHandShaked && msg.Contains ("Sec-WebSocket-Key")) {
                    client.Send (PackageHandShakeData (buffer, length));
                    clientPool [client].IsHandShaked = true;
                    return;
                }

 

識別成功後就能夠生成服務器響應發送給客戶端了

/// <summary>
        /// 打包服務器握手數據
        /// </summary>
        /// <returns>The hand shake data.</returns>
        /// <param name="handShakeBytes">Hand shake bytes.</param>
        /// <param name="length">Length.</param>
        private byte[] PackageHandShakeData (byte[] handShakeBytes, int length)
        {
            string handShakeText = Encoding.UTF8.GetString (handShakeBytes, 0, length);
            string key = string.Empty;
            Regex reg = new Regex (@"Sec\-WebSocket\-Key:(.*?)\r\n");
            Match m = reg.Match (handShakeText);
            if (m.Value != "") {
                key = Regex.Replace (m.Value, @"Sec\-WebSocket\-Key:(.*?)\r\n", "$1").Trim ();
            }

            byte[] secKeyBytes = SHA1.Create ().ComputeHash (
                                     Encoding.ASCII.GetBytes (key + "258EAFA5-E914-47DA-95CA-C5AB0DC85B11"));
            string secKey = Convert.ToBase64String (secKeyBytes);

            var responseBuilder = new StringBuilder ();
            responseBuilder.Append ("HTTP/1.1 101 Switching Protocols" + "\r\n");
            responseBuilder.Append ("Upgrade: websocket" + "\r\n");
            responseBuilder.Append ("Connection: Upgrade" + "\r\n");
            responseBuilder.Append ("Sec-WebSocket-Accept: " + secKey + "\r\n\r\n");

            return Encoding.UTF8.GetBytes (responseBuilder.ToString ());
        }

 

 2.解析瀏覽器消息和處理髮送給瀏覽器的消息

 websocket中數據並不徹底是消息自己,咱們須要作一些處理

/// <summary>
        /// 解析客戶端發送來的數據
        /// </summary>
        /// <returns>The data.</returns>
        /// <param name="recBytes">Rec bytes.</param>
        /// <param name="length">Length.</param>
        private string AnalyzeClientData (byte[] recBytes, int length)
        {
            if (length < 2) {
                return string.Empty;
            }

            bool fin = (recBytes [0] & 0x80) == 0x80; // 1bit,1表示最後一幀  
            if (!fin) {
                return string.Empty;// 超過一幀暫不處理 
            }

            bool mask_flag = (recBytes [1] & 0x80) == 0x80; // 是否包含掩碼  
            if (!mask_flag) {
                return string.Empty;// 不包含掩碼的暫不處理
            }

            int payload_len = recBytes [1] & 0x7F; // 數據長度  

            byte[] masks = new byte[4];
            byte[] payload_data;

            if (payload_len == 126) {
                Array.Copy (recBytes, 4, masks, 0, 4);
                payload_len = (UInt16)(recBytes [2] << 8 | recBytes [3]);
                payload_data = new byte[payload_len];
                Array.Copy (recBytes, 8, payload_data, 0, payload_len);

            } else if (payload_len == 127) {
                Array.Copy (recBytes, 10, masks, 0, 4);
                byte[] uInt64Bytes = new byte[8];
                for (int i = 0; i < 8; i++) {
                    uInt64Bytes [i] = recBytes [9 - i];
                }
                UInt64 len = BitConverter.ToUInt64 (uInt64Bytes, 0);

                payload_data = new byte[len];
                for (UInt64 i = 0; i < len; i++) {
                    payload_data [i] = recBytes [i + 14];
                }
            } else {
                Array.Copy (recBytes, 2, masks, 0, 4);
                payload_data = new byte[payload_len];
                Array.Copy (recBytes, 6, payload_data, 0, payload_len);

            }

            for (var i = 0; i < payload_len; i++) {
                payload_data [i] = (byte)(payload_data [i] ^ masks [i % 4]);
            }

            return Encoding.UTF8.GetString (payload_data);
        }
解析客戶端發送來的數據

 

/// <summary>
        /// 把客戶端消息打包處理(拼接上誰何時發的什麼消息)
        /// </summary>
        /// <returns>The data.</returns>
        /// <param name="message">Message.</param>
        private byte[] PackageServerData (SocketMessage sm)
        {
            StringBuilder msg = new StringBuilder ();
            if (!sm.isLoginMessage) { //消息是login信息
                msg.AppendFormat ("{0} @ {1}:\r\n    ", sm.Client.Name, sm.Time.ToShortTimeString ());
                msg.Append (sm.Message);
            } else { //處理普通消息
                msg.AppendFormat ("{0} login @ {1}", sm.Client.Name, sm.Time.ToShortTimeString ());
            }


            byte[] content = null;
            byte[] temp = Encoding.UTF8.GetBytes (msg.ToString ());

            if (temp.Length < 126) {
                content = new byte[temp.Length + 2];
                content [0] = 0x81;
                content [1] = (byte)temp.Length;
                Array.Copy (temp, 0, content, 2, temp.Length);
            } else if (temp.Length < 0xFFFF) {
                content = new byte[temp.Length + 4];
                content [0] = 0x81;
                content [1] = 126;
                content [2] = (byte)(temp.Length & 0xFF);
                content [3] = (byte)(temp.Length >> 8 & 0xFF);
                Array.Copy (temp, 0, content, 4, temp.Length);
            } else {
                // 暫不處理超長內容  
            }

            return content;
        }
把發送給客戶端消息打包處理

 

若是看不懂我在寫什麼,而且對C#版websocket感興趣的同窗須要看一下我上一篇博客了

有圖有真相

看看咱們寫的聊天室運行效果吧

 服務器

 

 客戶端——Byron

 

客戶端——Casper

 

源代碼

 源代碼我已經上傳到了個人github上,對github不感冒的同窗能夠直接點擊這裏下載,有興趣的同窗能夠下載看看,由於我在Mac+mono+Xamarin Studio上開發的(突然感受本身好極品在Mac上用C#。。。),因此代碼編碼和Windows可能會有些差距,改爲Windows兼容的應該就能夠直接運行了,不過沒在Window下跑過,若是有錯誤還請你們多多指正。

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