| var WebSocketServer = require('ws').Server; |
| var dgram = require('dgram'); |
| |
| var ccndhost = 'localhost'; |
| |
| var wss = new WebSocketServer({port:9696, host:ccndhost}); |
| |
| var MaxNumOfClients = 2; |
| |
| wss.on('connection', function(ws) { |
| console.log('wss.onconnection: WebSocket client connection received.'); |
| console.log('wss.onconnection: Number of clients now is ' + wss.clients.length); |
| |
| if (wss.clients.length > MaxNumOfClients) { |
| console.log('wss.onconnection: Max num of clients exceeded. Close WS connection now.'); |
| ws.terminate(); |
| return; |
| } |
| |
| var udp = dgram.createSocket("udp4"); |
| |
| /* |
| * According to the email discussion with Michael, when we use |
| * UDP to connect to ccnd, we MUST first send a 'heartbeat' |
| * UDP packet with 1-byte payload (content of this byte can |
| * be random). The purpose of this packet is to let ccnd |
| * mark the incoming FACE as 'friendly' (with CCN_FACE_GG |
| * flag set). We also need to periodically send this 'heartbeat' |
| * packet every few seconds to keep ccnd from recycling the UDP |
| * face. Michael recomended 8 seconds interval. |
| * --Wentao |
| */ |
| // Send 'heartbeat' packet now |
| var heartbeat = new Buffer(1); |
| heartbeat[0] = 0x21; |
| udp.send(heartbeat, 0, 1, 9695, ccndhost, null); |
| |
| // Schedule a timer to send 'heartbeat' periodically |
| var timerID = setInterval(function() { |
| if (udp == null || udp == undefined) |
| return; |
| |
| var hb = new Buffer(1); |
| hb[0] = 0x21; |
| udp.send(hb, 0, 1, 9695, ccndhost, null); |
| //console.log('UDP heartbeat fired at ccnd.'); |
| }, |
| 8000 // 8000 ms delay |
| ); |
| |
| ws.on('message', function(message) { |
| if (typeof message == 'string') |
| console.log("ws.onmessage: Message from clinet: " + message); |
| else if (typeof message == 'object') { |
| // From JS array to Buffer |
| var buffer = new Buffer(message); |
| |
| var logMsg = 'ws.onmessage: Byte array from client: '; |
| for (var i = 0; i < buffer.length; i++) |
| logMsg += String.fromCharCode(buffer[i]); |
| console.log(logMsg); |
| |
| udp.send(buffer, 0, buffer.length, 9695, ccndhost, null); |
| console.log('ws.onmessage: udp.send() returned.'); |
| } |
| }); |
| |
| ws.on('close', function() { |
| console.log('ws.onclose: WebSocket connection closed. Close UDP connection to ccnd and stop "heartbeat" timer.'); |
| clearInterval(timerID); |
| udp.close(); |
| udp = null; |
| }); |
| |
| udp.on('message', function(msg, rinfo) { |
| if (typeof msg == 'object') { |
| // From Buffer to ArrayBuffer |
| var bytesView = new Uint8Array(msg); |
| |
| console.log('udp.onmessage: Byte array from server: '); |
| console.log('udp.onmessage: bytesView.length ' + bytesView.length); |
| var logMsg = ""; |
| for (var i = 0; i < bytesView.length; i++) |
| logMsg += String.fromCharCode(bytesView[i]); |
| console.log(logMsg); |
| |
| ws.send(bytesView.buffer, {binary: true, mask: false}); |
| console.log('udp.onmessage: ws.send() returned.'); |
| } |
| }); |
| |
| // Actually the socket close by ccnd will not cause the 'close' event to raise. |
| // So this event handle is only called when the client browser shuts down the WS |
| // connection, causing ws 'close' event to raise. In that event handle, we explicitly |
| // call udp.close(). So in this function we can do nothing. Anyway, here we clear the |
| // timer and terminate ws for a second time since that will not throw exception. 'ws' |
| // will check the 'readyState' before closing, therefore avoids 'close' event loop. |
| // --Wentao |
| udp.on('close', function() { |
| console.log('udp.onclose: UDP connection to ccnd terminated. Shut down WS connection to client and stop "heartbeat" timer.'); |
| clearInterval(timerID); |
| ws.terminate(); |
| }); |
| |
| udp.on('error', function() { |
| console.log('udp.onerror: Error on UDP connection to ccnd. Shut down WS connection to client and stop "heartbeat" timer.'); |
| clearInterval(timerID); |
| ws.terminate(); |
| }); |
| }); |