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This will have to change when we add multiple server support, but it does the trick for now.
244 lines
6.7 KiB
JavaScript
244 lines
6.7 KiB
JavaScript
var EventEmitter = require('events').EventEmitter;
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var utils = require('./utils');
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var Server = function (remote, cfg)
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{
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if ("object" !== typeof cfg || "string" !== typeof cfg.url) {
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throw new Error("Invalid server configuration.");
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}
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this._remote = remote;
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this._cfg = cfg;
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this._ws = null;
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this._connected = false;
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this._should_connect = false;
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this._state = null;
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this._id = 0;
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this._retry = 0;
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this._requests = [];
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this.on('message', this._handle_message.bind(this));
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this.on('response_subscribe', this._handle_response_subscribe.bind(this));
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};
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Server.prototype = new EventEmitter;
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/**
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* Server states that we will treat as the server being online.
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*
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* Our requirements are that the server can process transactions and notify
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* us of changes.
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*/
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Server.online_states = [
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'proposing',
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'validating',
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'full'
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];
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Server.prototype.connect = function ()
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{
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var self = this;
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// We don't connect if we believe we're already connected. This means we have
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// recently received a message from the server and the WebSocket has not
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// reported any issues either. If we do fail to ping or the connection drops,
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// we will automatically reconnect.
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if (this._connected === true) return;
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if (this._remote.trace) console.log("server: connect: %s", this._cfg.url);
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// Ensure any existing socket is given the command to close first.
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if (this._ws) this._ws.close();
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var WebSocket = require('ws');
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var ws = this._ws = new WebSocket(this._cfg.url);
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this._should_connect = true;
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self.emit('connecting');
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ws.onopen = function () {
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// If we are no longer the active socket, simply ignore any event
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if (ws !== self._ws) return;
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self.emit('socket_open');
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// Subscribe to events
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var request = self._remote._server_prepare_subscribe();
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self.request(request);
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};
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ws.onerror = function (e) {
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// If we are no longer the active socket, simply ignore any event
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if (ws !== self._ws) return;
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if (self._remote.trace) console.log("server: onerror: %s", e.data || e);
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// Most connection errors for WebSockets are conveyed as "close" events with
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// code 1006. This is done for security purposes and therefore unlikely to
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// ever change.
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// This means that this handler is hardly ever called in practice. If it is,
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// it probably means the server's WebSocket implementation is corrupt, or
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// the connection is somehow producing corrupt data.
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// Most WebSocket applications simply log and ignore this error. Once we
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// support for multiple servers, we may consider doing something like
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// lowering this server's quality score.
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// However, in Node.js this event may be triggered instead of the close
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// event, so we need to handle it.
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handleConnectionClose();
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};
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// Failure to open.
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ws.onclose = function () {
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// If we are no longer the active socket, simply ignore any event
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if (ws !== self._ws) return;
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if (self._remote.trace) console.log("server: onclose: %s", ws.readyState);
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handleConnectionClose();
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};
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function handleConnectionClose()
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{
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self.emit('socket_close');
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self._set_state('offline');
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// Prevent additional events from this socket
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ws.onopen = ws.onerror = ws.onclose = ws.onmessage = function () {};
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// Should we be connected?
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if (!self._should_connect) return;
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// Delay and retry.
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self._retry += 1;
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self._retry_timer = setTimeout(function () {
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if (self._remote.trace) console.log("server: retry");
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if (!self._should_connect) return;
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self.connect();
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}, self._retry < 40
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? 1000/20 // First, for 2 seconds: 20 times per second
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: self._retry < 40+60
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? 1000 // Then, for 1 minute: once per second
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: self._retry < 40+60+60
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? 10*1000 // Then, for 10 minutes: once every 10 seconds
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: 30*1000); // Then: once every 30 seconds
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}
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ws.onmessage = function (msg) {
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self.emit('message', msg.data);
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};
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};
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Server.prototype.disconnect = function ()
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{
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this._should_connect = false;
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this._set_state('offline');
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if (this.ws) {
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this.ws.close();
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}
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};
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/**
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* Submit a Request object to this server.
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*/
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Server.prototype.request = function (request)
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{
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// Only bother if we are still connected.
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if (this._ws) {
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request.message.id = this._id;
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this._requests[request.message.id] = request;
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// Advance message ID
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this._id++;
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if (this._state === "online" ||
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(request.message.command === "subscribe" && this._ws.readyState === 1)) {
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if (this._remote.trace) {
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utils.logObject("server: request: %s", request.message);
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}
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this._ws.send(JSON.stringify(request.message));
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} else {
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// XXX There are many ways to make this smarter.
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this.once('connect', function () {
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this._ws.send(JSON.stringify(request.message));
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});
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}
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} else {
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if (this._remote.trace) {
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utils.logObject("server: request: DROPPING: %s", request.message);
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}
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}
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};
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Server.prototype._set_state = function (state) {
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if (state !== this._state) {
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this._state = state;
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this.emit('state', state);
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if (state === 'online') {
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this.emit('connect');
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} else if (state === 'offline') {
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this.emit('disconnect');
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}
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}
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};
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Server.prototype._handle_message = function (json) {
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var self = this;
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var message = JSON.parse(json);
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if (message.type === 'response') {
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// A response to a request.
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var request = self._requests[message.id];
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if (!request) {
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if (self._remote.trace) utils.logObject("server: UNEXPECTED: %s", message);
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} else if ('success' === message.status) {
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if (self._remote.trace) utils.logObject("server: response: %s", message);
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request.emit('success', message.result);
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self.emit('response_'+request.message.command, message.result, request, message);
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self._remote.emit('response_'+request.message.command, message.result, request, message);
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} else if (message.error) {
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if (self._remote.trace) utils.logObject("server: error: %s", message);
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request.emit('error', {
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'error' : 'remoteError',
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'error_message' : 'Remote reported an error.',
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'remote' : message
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});
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}
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} else if (message.type === 'serverStatus') {
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// This message is only received when online. As we are connected, it is the definative final state.
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self._set_state(
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Server.online_states.indexOf(message.server_status) !== -1
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? 'online'
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: 'offline');
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}
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};
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Server.prototype._handle_response_subscribe = function (message)
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{
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var self = this;
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self._server_status = message.server_status;
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if (Server.online_states.indexOf(message.server_status) !== -1) {
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self._set_state('online');
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}
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};
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exports.Server = Server;
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