在很早很早以前,WebSocket 协议还没有被发明的时候,人们在 Web 端制作类实时数据动态更新时,一般采用轮询、 长连接 (Long Polling) 来实现。大概就是:
轮询:客户端不停发送 HTTP 请求给服务端,服务端返回最新数据
长连接:客户端发送一条 HTTP 请求给服务端,服务端 HOLD 连接直到有新数据再返回
当时的应用有 WebQQ、FaceBook IM 等
但是这样的实现有一个非常大的缺陷,HTTP 请求是半双工 (Half Duplex) 的,只能由客户端发送请求到服务端返回。大量的请求可能会导致 CPU 资源占用、内存溢出等问题。于是 WebSocket 协议被发明了,与 HTTP 协议类似,地址为:ws:// (HTTP 页面) 或 wss:// (HTTPS 页面)。
WebSocket 是全双工 (Full Duplex) 的,也就是说服务端也可以发送数据到客户端了。那比如在聊天时,就可以省去客户端的请求,对方客户端有数据提交到服务端时直接由服务端发送至当前客户端。
比较知名的 WebSocket 框架有 http://Socket.io (node.js)、Workerman (PHP)、Swoole (PHP) 等 (我只尝试过前两个)
Pokers 的群聊功能就是轮询实现的,但是我的 1H1M1G 的小水管服务器是承受不住持续增长的用户量的,必须尝试用 WebSocket 来实现了
php
<?php
//引入 composer
require '../vendor/autoload.php';
require_once '../vendor/workerman/workerman/Autoloader.php';
require_once '../vendor/workerman/channel/src/Server.php'; //Workerman 分组发送
require_once '../vendor/workerman/channel/src/Client.php'; //Workerman 分组发送
define('LAZER_DATA_PATH', dirname(dirname(__FILE__)) . '/data/'); //Pokers 使用的 json 数据库
use Lazer\Classes\Database as Lazer;
use Workerman\Worker;
use Workerman\Lib\Timer;
$channel_server = new Channel\Server('0.0.0.0', 2206); //分组服务器地址
$worker = new Worker('websocket://0.0.0.0:2000'); //WebSocket 地址
$worker->count = 2; //Workerman 进程数
// 全局群组到连接的映射数组
$group_con_map = array();
$worker->onWorkerStart = function ($worker) {
// Channel客户端连接到Channel服务端
Channel\Client::connect('0.0.0.0', 2206);
// 监听全局分组发送消息事件
Channel\Client::on('send', function ($event_data) {
$thread = $event_data['thread_id'];
$con_id = $event_data['con_id'];
$mes_id = $event_data['mes_id'];
$speaker = $event_data['speaker'];
$class = $event_data['class_id'];
$array = Lazer::table('messages')->limit(1)->where('id', '=', (int) $mes_id)->andWhere('speaker', '=', (int) $speaker)->andWhere('belong_class', '=', (int) $class)->find()->asArray();
if (!!$array[0]['speaker']) {
global $group_con_map;
if (isset($group_con_map[$thread])) {
foreach ($group_con_map[$thread] as $con) {
$con->send(json_encode($array[0])); //发送数据到群组每位成员
}
}
} else {
$array = [
'op' => 'sent',
'status' => false,
'code' => 108,
'msg' => 'Illegal Request'
];
global $group_con_map;
$group_con_map[$thread][$con_id]->send(json_encode($array));
}
});
//心跳计时
Timer::add(55, function () use ($worker) {
foreach ($worker->connections as $connection) {
$array = [
'op' => 'keep'
];
$connection->send(json_encode($array));
}
});
};
//发送消息
$worker->onMessage = function ($con, $data) {
$data = json_decode($data, true);
$cmd = $data['action'];
$thread = $data['thread_id'];
$class = $data['class_id'];
$user = $data['speaker'];
$user_name = $data['speaker_name'];
@$mes_id = $data['mes_id'];
if (!empty($user_name) && !empty($thread) && !empty($class) && !empty($user)) {
$array = Lazer::table('classes')->limit(1)->where('id', '=', (int) $class)->find()->asArray();
if (!!$array) {
$array = Lazer::table('threads')->limit(1)->where('id', '=', (int) $thread)->andWhere('belong_class', '=', (int) $class)->find()->asArray();
if (!!$array) {
$array = Lazer::table('users')->limit(1)->where('id', '=', (int) $user)->andWhere('name', '=', (string) $user_name)->find()->asArray();
if (!!$array && in_array((string) $class, explode(',', $array[0]['class']))) { //判断用户存在
switch ($cmd) {
case "join": //客户端加入群组
global $group_con_map;
// 将连接加入到对应的群组数组里
$group_con_map[$thread][$con->id] = $con;
$array = [
'op' => 'join',
'thread' => $thread,
'status' => true,
'code' => 100
];
break;
case "send": //客户端发送内容
Channel\Client::publish('send', array(
'thread_id' => $thread,
'class_id' => $class,
'speaker' => $user,
'speaker_name' => $user_name,
'con_id' => $con->id,
'mes_id' => $mes_id
));
$array = [
'op' => 'send',
'status' => true,
'code' => 105
];
break;
default:
$array = [
'op' => 'send',
'status' => false,
'code' => 101,
'msg' => 'Illegal request'
];
break;
}
} else {
$array = [
'op' => 'send',
'status' => false,
'code' => 107,
'msg' => 'User does not exist or not in the class'
];
}
} else {
$array = [
'op' => 'send',
'status' => false,
'code' => 102,
'msg' => 'Thread does not exist'
];
}
} else {
$array = [
'op' => 'send',
'status' => false,
'code' => 103,
'msg' => 'Class does not exist'
];
}
} else {
$array = [
'op' => 'send',
'status' => false,
'code' => 104,
'msg' => 'Illegal request'
];
}
$con->send(json_encode($array));
};
// 这里很重要,连接关闭时把连接从全局群组数据中删除,避免内存泄漏
$worker->onClose = function ($con) {
global $group_con_map;
if (isset($con->group_id)) {
unset($group_con_map[$con->group_id][$con->id]);
if (empty($group_con_map[$con->group_id])) {
unset($group_con_map[$con->group_id]);
}
}
};
$worker->onConnect = function ($con) {
$array = [
'op' => 'connect',
'status' => true
];
$con->send(json_encode($array));
};
Worker::runAll();
前端js
js
//websocket 连接
this.ws = new WebSocket('wss://pokers.zeo.im/wss');
this.ws.onmessage = function (data) {
var re = eval('(' + data.data + ')');
switch (re.op) {
case 'send':
if (!re.status) {
antd.$message.error('Service Unavailable');
}
break;
case 'connect':
console.log('Connected to Pokers Server');
break;
case 'join':
if (!re.status) {
antd.$message.error('Service Unavailable');
}
break;
case 'keep':
break;
default:
//在内容段后添加一段
antd.opened_mes_info.meses.push(re);
if (parseInt(re.speaker) !== parseInt(antd.user.id)) {
if ($(window).height() + $('#mes-container').scrollTop() >= $('#mes-inner').height()) {
//当前窗口可视区域+滑动距离大于总可滑动高度,有更新直接到底部
antd.bottom_mes();
} else {
antd.unread.visible = true;
setTimeout(function () {
antd.unread.visible = false;
}, 1000);
}
}
antd.update_mes();
break;
}
};
JavaScript 连接代码
js
//广播全 thread 在线用户
this.ws.send('{"action":"send", "thread_id":' + antd.opened_mes_info.thread_id + ', "class_id":' + antd.opened_mes_info.class_id + ', "speaker":' + antd.user.id + ',"speaker_name":"' + antd.user.info.name + '","mes_id":' + res.data.code + '}');
JavaScript 发送代码
js
//加入当前 Thread
this.ws.send('{"action":"join", "thread_id":' + id + ', "class_id":' + belong_class + ', "speaker":' + antd.user.id + ',"speaker_name":"' + antd.user.info.name + '"}');