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actix-web/examples/websocket-chat/src/session.rs

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//! `ClientSession` is an actor, it manages peer tcp connection and
//! proxies commands from peer to `ChatServer`.
use std::{io, net};
use std::str::FromStr;
use std::time::{Instant, Duration};
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use futures::Stream;
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use tokio_core::net::{TcpStream, TcpListener};
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use actix::prelude::*;
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use server::{self, ChatServer};
use codec::{ChatRequest, ChatResponse, ChatCodec};
/// Chat server sends this messages to session
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#[derive(Message)]
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pub struct Message(pub String);
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/// `ChatSession` actor is responsible for tcp peer communications.
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pub struct ChatSession {
/// unique session id
id: usize,
/// this is address of chat server
addr: SyncAddress<ChatServer>,
/// Client must send ping at least once per 10 seconds, otherwise we drop connection.
hb: Instant,
/// joined room
room: String,
}
impl Actor for ChatSession {
/// For tcp communication we are going to use `FramedContext`.
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/// It is convenient wrapper around `Framed` object from `tokio_io`
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type Context = FramedContext<Self>;
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fn started(&mut self, ctx: &mut Self::Context) {
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// 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.
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let addr: SyncAddress<_> = ctx.address();
self.addr.call(self, server::Connect{addr: addr.subscriber()})
.then(|res, act, ctx| {
match res {
Ok(Ok(res)) => act.id = res,
// something is wrong with chat server
_ => ctx.stop(),
}
actix::fut::ok(())
}).wait(ctx);
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}
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fn stopping(&mut self, ctx: &mut Self::Context) -> bool {
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// notify chat server
self.addr.send(server::Disconnect{id: self.id});
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true
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}
}
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/// To use `FramedContext` we have to define Io type and Codec
impl FramedActor for ChatSession {
type Io = TcpStream;
type Codec= ChatCodec;
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/// This is main event loop for client requests
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fn handle(&mut self, msg: io::Result<ChatRequest>, ctx: &mut FramedContext<Self>) {
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match msg {
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Err(_) => ctx.stop(),
Ok(msg) => match msg {
ChatRequest::List => {
// Send ListRooms message to chat server and wait for response
println!("List rooms");
self.addr.call(self, server::ListRooms).then(|res, _, ctx| {
match res {
Ok(Ok(rooms)) => {
let _ = ctx.send(ChatResponse::Rooms(rooms));
},
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_ => println!("Something is wrong"),
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}
actix::fut::ok(())
}).wait(ctx)
// .wait(ctx) pauses all events in context,
// so actor wont receive any new messages until it get list of rooms back
},
ChatRequest::Join(name) => {
println!("Join to room: {}", name);
self.room = name.clone();
self.addr.send(server::Join{id: self.id, name: name.clone()});
let _ = ctx.send(ChatResponse::Joined(name));
},
ChatRequest::Message(message) => {
// send message to chat server
println!("Peer message: {}", message);
self.addr.send(
server::Message{id: self.id,
msg: message, room:
self.room.clone()})
}
// we update heartbeat time on ping from peer
ChatRequest::Ping =>
self.hb = Instant::now(),
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}
}
}
}
/// Handler for Message, chat server sends this message, we just send string to peer
impl Handler<Message> for ChatSession {
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type Result = ();
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fn handle(&mut self, msg: Message, ctx: &mut FramedContext<Self>) {
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// send message to peer
let _ = ctx.send(ChatResponse::Message(msg.0));
}
}
/// Helper methods
impl ChatSession {
pub fn new(addr: SyncAddress<ChatServer>) -> ChatSession {
ChatSession {id: 0, addr: addr, hb: Instant::now(), room: "Main".to_owned()}
}
/// helper method that sends ping to client every second.
///
/// also this method check heartbeats from client
fn hb(&self, ctx: &mut FramedContext<Self>) {
ctx.run_later(Duration::new(1, 0), |act, ctx| {
// check client heartbeats
if Instant::now().duration_since(act.hb) > Duration::new(10, 0) {
// heartbeat timed out
println!("Client heartbeat failed, disconnecting!");
// notify chat server
act.addr.send(server::Disconnect{id: act.id});
// stop actor
ctx.stop();
}
if ctx.send(ChatResponse::Ping).is_ok() {
// if we can not send message to sink, sink is closed (disconnected)
act.hb(ctx);
}
});
}
}
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/// Define tcp server that will accept incoming tcp connection and create
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/// chat actors.
pub struct TcpServer {
chat: SyncAddress<ChatServer>,
}
impl TcpServer {
pub fn new(s: &str, chat: SyncAddress<ChatServer>) {
// Create server listener
let addr = net::SocketAddr::from_str("127.0.0.1:12345").unwrap();
let listener = TcpListener::bind(&addr, Arbiter::handle()).unwrap();
// Our chat server `Server` is an actor, first we need to start it
// and then add stream on incoming tcp connections to it.
// TcpListener::incoming() returns stream of the (TcpStream, net::SocketAddr) items
// So to be able to handle this events `Server` actor has to implement
// stream handler `StreamHandler<(TcpStream, net::SocketAddr), io::Error>`
let _: () = TcpServer::create(|ctx| {
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ctx.add_message_stream(listener.incoming()
.map_err(|_| ())
.map(|(t, a)| TcpConnect(t, a)));
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TcpServer{chat: chat}
});
}
}
/// Make actor from `Server`
impl Actor for TcpServer {
/// Every actor has to provide execution `Context` in which it can run.
type Context = Context<Self>;
}
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#[derive(Message)]
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struct TcpConnect(TcpStream, net::SocketAddr);
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/// Handle stream of TcpStream's
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impl Handler<TcpConnect> for TcpServer {
type Result = ();
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fn handle(&mut self, msg: TcpConnect, _: &mut Context<Self>) {
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// For each incoming connection we create `ChatSession` actor
// with out chat server address.
let server = self.chat.clone();
let _: () = ChatSession::new(server).framed(msg.0, ChatCodec);
}
}