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