use super::*; use crate::websocket::server::*; /// How often heartbeat pings are sent const HEARTBEAT_INTERVAL: Duration = Duration::from_secs(5); /// How long before lack of client response causes a timeout const CLIENT_TIMEOUT: Duration = Duration::from_secs(10); /// Entry point for our route pub async fn chat_route( req: HttpRequest, stream: web::Payload, chat_server: web::Data>, ) -> Result { ws::start( WSSession { cs_addr: chat_server.get_ref().to_owned(), id: 0, hb: Instant::now(), ip: get_ip(&req.connection_info()), }, &req, stream, ) } struct WSSession { cs_addr: Addr, /// unique session id id: usize, ip: String, /// Client must send ping at least once per 10 seconds (CLIENT_TIMEOUT), /// otherwise we drop connection. hb: Instant, // db: Pool>, } impl Actor for WSSession { type Context = ws::WebsocketContext; /// Method is called on actor start. /// We register ws session with ChatServer fn started(&mut self, ctx: &mut Self::Context) { // we'll start heartbeat process on session start. self.hb(ctx); // register self in chat server. `AsyncContext::wait` register // future within context, but context waits until this future resolves // before processing any other events. // across all routes within application let addr = ctx.address(); self .cs_addr .send(Connect { addr: addr.recipient(), ip: self.ip.to_owned(), }) .into_actor(self) .then(|res, act, ctx| { match res { Ok(res) => act.id = res, // something is wrong with chat server _ => ctx.stop(), } actix::fut::ready(()) }) .wait(ctx); } fn stopping(&mut self, _ctx: &mut Self::Context) -> Running { // notify chat server self.cs_addr.do_send(Disconnect { id: self.id, ip: self.ip.to_owned(), }); Running::Stop } } /// Handle messages from chat server, we simply send it to peer websocket /// These are room messages, IE sent to others in the room impl Handler for WSSession { type Result = (); fn handle(&mut self, msg: WSMessage, ctx: &mut Self::Context) { ctx.text(msg.0); } } /// WebSocket message handler impl StreamHandler> for WSSession { fn handle(&mut self, result: Result, ctx: &mut Self::Context) { let message = match result { Ok(m) => m, Err(e) => { error!("{}", e); return; } }; match message { ws::Message::Ping(msg) => { self.hb = Instant::now(); ctx.pong(&msg); } ws::Message::Pong(_) => { self.hb = Instant::now(); } ws::Message::Text(text) => { let m = text.trim().to_owned(); info!("Message received: {:?} from id: {}", &m, self.id); self .cs_addr .send(StandardMessage { id: self.id, msg: m, }) .into_actor(self) .then(|res, _, ctx| { match res { Ok(Ok(res)) => ctx.text(res), Ok(Err(_)) => {} Err(e) => error!("{}", &e), } actix::fut::ready(()) }) .spawn(ctx); } ws::Message::Binary(_bin) => info!("Unexpected binary"), ws::Message::Close(_) => { ctx.stop(); } _ => {} } } } impl WSSession { /// helper method that sends ping to client every second. /// /// also this method checks heartbeats from client fn hb(&self, ctx: &mut ws::WebsocketContext) { ctx.run_interval(HEARTBEAT_INTERVAL, |act, ctx| { // check client heartbeats if Instant::now().duration_since(act.hb) > CLIENT_TIMEOUT { // heartbeat timed out error!("Websocket Client heartbeat failed, disconnecting!"); // notify chat server act.cs_addr.do_send(Disconnect { id: act.id, ip: act.ip.to_owned(), }); // stop actor ctx.stop(); // don't try to send a ping return; } ctx.ping(b""); }); } }