import { MessageType, SocketEvent } from '../interfaces/socket-events'; export interface SocketMessage { type: MessageType; data: any; } export default class WebsocketService { websocket: WebSocket; accessToken: string; host: string; path: string; websocketReconnectTimer: ReturnType; isShutdown = false; backOff = 1000; handleMessage?: (message: SocketEvent) => void; socketConnected: () => void; socketDisconnected: () => void; constructor(accessToken, path, host) { this.accessToken = accessToken; this.path = path; this.websocketReconnectTimer = null; this.isShutdown = false; this.host = host; this.createAndConnect = this.createAndConnect.bind(this); this.shutdown = this.shutdown.bind(this); this.createAndConnect(); } createAndConnect() { if (!this.host) { return; } if (this.isShutdown) { return; } const url = new URL(this.host); url.protocol = window.location.protocol === 'https:' ? 'wss:' : 'ws:'; url.pathname = '/ws'; url.port = window.location.port === '3000' ? '8080' : window.location.port; url.searchParams.append('accessToken', this.accessToken); console.debug('connecting to ', url.toString()); const ws = new WebSocket(url.toString()); ws.onopen = this.onOpen.bind(this); ws.onerror = this.onError.bind(this); ws.onmessage = this.onMessage.bind(this); this.websocket = ws; } onOpen() { if (this.websocketReconnectTimer) { clearTimeout(this.websocketReconnectTimer); } this.socketConnected(); } // On ws error just close the socket and let it re-connect again for now. onError() { handleNetworkingError(); this.socketDisconnected(); this.websocket.close(); if (!this.isShutdown) { this.scheduleReconnect(); } } scheduleReconnect() { if (this.isShutdown) { return; } if (this.websocketReconnectTimer) { clearTimeout(this.websocketReconnectTimer); } this.backOff *= 2; this.websocketReconnectTimer = setTimeout( this.createAndConnect, 5000 + Math.min(this.backOff, 10_000), ); } shutdown() { this.isShutdown = true; this.websocket.close(); } /* onMessage is fired when an inbound object comes across the websocket. If the message is of type `PING` we send a `PONG` back and do not pass it along to listeners. */ onMessage(e: SocketMessage) { // Optimization where multiple events can be sent within a // single websocket message. So split them if needed. const messages = e.data.split('\n'); let socketEvent: SocketEvent; // eslint-disable-next-line no-plusplus for (let i = 0; i < messages.length; i++) { try { socketEvent = JSON.parse(messages[i]); if (this.handleMessage) { this.handleMessage(socketEvent); } } catch (err) { console.error(err, err.data); return; } if (!socketEvent.type) { console.error('No type provided', socketEvent); return; } // Send PONGs if (socketEvent.type === MessageType.PING) { this.sendPong(); return; } } } isConnected(): boolean { return this.websocket?.readyState === this.websocket?.OPEN; } // Outbound: Other components can pass an object to `send`. send(socketEvent: any) { // Sanity check that what we're sending is a valid type. if (!socketEvent.type || !MessageType[socketEvent.type]) { console.warn(`Outbound message: Unknown socket message type: "${socketEvent.type}" sent.`); } const messageJSON = JSON.stringify(socketEvent); this.websocket.send(messageJSON); } // Reply to a PING as a keep alive. sendPong() { const pong = { type: MessageType.PONG }; this.send(pong); } } function handleNetworkingError() { console.error( `Chat has been disconnected and is likely not working for you. It's possible you were removed from chat. If this is a server configuration issue, visit troubleshooting steps to resolve. https://owncast.online/docs/troubleshooting/#chat-is-disabled`, ); }