This is the 3rd in a series of posts leading up to Node.js Knockout on how to use Socket.IO. This post was written by guest author and Node.js Knockout judge Guillermo Rauch.
Ready to rock the Node Knockout 2011 edition? Considering making a real-time app or game? Then you're likely considering Socket.IO
If the web 2.0 was about AJAX requests and responses, the real-time web is about events.
With Socket.IO, you can emit events from the server to the client and vice-versa, at any time.
Consider the following example, in which we push data from the server to the client every 3 seconds. We're going to get the latest tweets and render them on the client.
On the server side, we create a directory called example/
with the
following package.json
inside:
{
"name": "example"
, "version": "0.0.1"
, "dependencies": {
"socket.io": "0.7.7"
, "request": "2.0.0"
}
}
Then run npm install
. That will get Socket.IO and a library to make
http requests (to Twitter) very simple to write.
Create an app.js
with the following:
var sio = require('socket.io')
, http = require('http')
, index = require('fs').readFileSync(__dirname + '/index.html')
, request = require('request')
var app = http.createServer(function (req, res) {
res.writeHead(200, { 'Content-Type': 'text/html' });
res.end(index);
})
, io = sio.listen(app);
app.listen(3000);
So far, we initialized a HTTP server that serves the index file, and we attach Socket.IO to it. We then make it listen on port 3000.
We're now gonna search twitter every 2 seconds to send tweets to the client. The clients don't explicitly request it like in traditional Ajax, but we push it to them:
setInterval(function () {
request({
url: 'http:https://search.twitter.com/search.json?q=today'
}, function (err, res, data) {
var obj = JSON.parse(data);
io.sockets.emit('tweets', obj.results.map(function (v) { return v.text; }));
});
}, 2000);
Notice that I accessed the io.sockets
property. That's what we call the
Manager
of sockets, which also emits a connection
event for individual
people that connect:
io.sockets.on('connection', function (socket) {
socket.broadcast.emit('someone connected');
socket.on('some event', function () {
console.log('I got an event');
});
});
In this case, I'm making this socket broadcast
to others that it connected.
Broadcasting from the socket
object means in this case we're sending a message to
everyone else, except for that particular socket.
Now that we're done with the server part, we capture these events on the client
and do some jQuery juggling. Create an index.html
with this code:
<!doctype html>
<html>
<head>
<script src="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/socket.io/socket.io.js"></script>
<script src="http:https://ajax.googleapis.com/ajax/libs/jquery/1.6.2/jquery.min.js"></script>
<script>
var socket = io.connect();
$(function () {
socket.on('tweets', function (tweets) {
$.each(tweets, function (i, tweet) {
$('#tweets').prepend($('<li>').text(tweet));
});
});
socket.on('someone connected', function () {
$('body').prepend('<p>Someone just connected!</p>');
});
socket.emit('some event');
});
</script>
</head>
<body>
<h1>Tweets</h1>
<ul id="tweets"></ul>
</body>
</html>
Many times you need to emit information to certain people and not others.
Use socket.join
:
io.sockets.on('connection', function (socket) {
socket.join('fighters');
});
Then you can broadcast and emit to those people:
// to all sockets in a group
io.sockets.in('fighters').emit('something');
// from a socket to the rest of the sockets
socket.broadcast.to('fighters').emit('something else');
Remember the broadcast
property that I accessed above? That's what we call a
flag
:
A useful one for game developers is called the volatile
flag. If you ever
have data that it's not absolutely crucial that the client gets if the client
has not finished receiving previous messages, you can make that volatile:
socket.volatile.emit('position', x, y);
If the player changes its x
and y
coordinates really quickly, and we're not
done sending a particular position, some packets will be dropped. This will
make things faster in many scenarios.
On both ends (server and client side), you can pass a function to request a explicit data response. Consider an example where the chat client sets a nickname, but you want to validate whether it's available or not.
On the client:
socket.emit('set nickname', $('#my-input').val(), function (available) {
if (available) {
alert('Nick is available. Congrats!');
} else {
alert('Nick not available');
}
});
On the server:
io.sockets.on('connection', function (socket) {
socket.on('set nickname', function (fn) {
isNickNameAvailable(function (bool) {
fn(bool);
});
});
});
You can check out the example on GitHub. Clone the repo, then run
npm install
and node app
and point your browser to
http:https://localhost:3000
!
These are all the tools in your toolbox. Go make great realtime apps!