Trying to send data from a serial device to web clients. I am using a serial to network proxy, ser2Net to make the data available to a server that acts on the data and sends a manipulated version of the data to web clients. The clients specify the location of the ser2net host and port. The core of this action is coded in node.js as shown here:
function getDataStream(socket, dataSourcePort, host) {
var dataStream = net.createConnection(dataSourcePort, host),
dataLine = "";
dataStream.on('error', function(error){
socket.emit('error',{message:"Source not found on host:"+ host + " port:"+dataSourcePort});
console.log(error);
});
dataStream.on('connect', function(){
socket.emit('connected',{message:"Data Source Found"});
});
dataStream.on('close', function(){
console.log("Close socket");
});
dataStream.on('end',function(){
console.log('socket ended');
dataConnection.emit('lost',{connectInfo:{host:host,port:dataSourcePort}});
});
dataStream.on('data', function(data) {
// Collect a line from the host
line += data.toString();
// Split collected data by delimiter
line.split(delimiter).forEach(function (part, i, array) {
if (i !== array.length-1) { // Fully delimited line.
//push on to buffer and emit when bufferSendCommand is present
dataLine = part.trim();
buffer.push(part.trim());
if(part.substring(0, bufferSendCommand.length) == bufferSendCommand){
gotALine.emit('new', buffer);
buffer=[];
}
}
else {
// Last split part might be partial. We can't announce it just yet.
line = part;
}
});
});
return dataStream;
}
io.sockets.on('connection', function(socket){
var stream = getDataStream(socket, dataSourcePort, host);
//dispense incoming data from data server
gotALine.on('new', function(buffer){
socket.emit('feed', {feedLines: buffer});
});
dataConnection.on('lost', function(connectInfo){
setTimeout(function(){
console.log("Trying --- to reconnect ");
stream = getDataStream(socket, connectInfo.port, connectInfo.host);
},5000);
});
// Handle Client request to change stream
socket.on('message',function(data) {
var clientMessage = JSON.parse(data);
if('connectString' in clientMessage
&& clientMessage.connectString.dataHost !== ''
&& clientMessage.connectString.dataPort !== '') {
stream.destroy();
stream = getDataStream(socket,
clientMessage.connectString.dataPort,
clientMessage.connectString.dataHost);
}
});
});
This works well enough until the serial device drops off and ser2net stops sending data. My attempt to catch the end of the socket and reconnect is not working. The event gets emitted properly but the setTimeout only goes once. I would like to find a way to keep on trying to reconnect while sending a message to the client informing or retry attempts. I am node.js newbie and this may not be the best way to do this. Any suggestions would be appreciated.
Ok I think I figured it out in the dataStream.on('data' ... I added a setTimeout
clearTimeout(connectionMonitor);
connectionMonitor = setTimeout(function(){doReconnect(socket);}, someThresholdTime);
The timeout executes if data stops coming in, as it is repeatedly cleared each time data comes in. The doReconnect function keeps trying to connect and sends a message to the client saying something bad is going on.
Related
I have an application that is acting as a TCP client and will keep trying to connect with a TCP server. Upon establishment of a connection, predefined text messages are sent. The application seems to be working fine at the moment. However, the server expects to receive "one" "complete" message at a time. Everything is on local network on a single switch. All the messages are 500 bytes max roughly. So they will normally get to the server in one go. The issue that i am facing is that I keep sending messages from my NODE app one after the other to the kernel buffer using socket.write() and they seem to be arriving at the destination server together as one long string. Although I didn't send them in one go. Which I believe is OK because its upto TCP to send data as it pleases. But can I ensure somehow that i send a message only when previous message has actually been sent by TCP fully?
Following is the code that is handling socket events.
Thanks.
//Socket events-------------------------------------------------------------------------------------------------------------------------
const socketControl = (constants, vars, status) => {
//Handle any errors.
vars.client.on("error", function (error) {
console.log(`Connection Error : ${error}`);
//If this happens, close event will automatically be called.
});
//Close connection
vars.client.on("close", () => {
console.log("Connection closed by server.");
console.log(
`Attempting reconneciton with ${constants.REMOTE_SYSTEMNAME} at IP ${
constants.SERVER_IP
} at port ${constants.SERVER_PORT} after ${
constants.RECONNECTTmrPV / 1000
}s`
);
console.log("--");
status.Connected = false;
status.socketAvailavleToWrite = false;
status.waitingcallback = false;
status.STENReceived = false;
//Clear watchdog
clearInterval(vars.heartbeatTmr);
vars.watchDogCountCurrent = 0;
//Clear init timer.
clearInterval(vars.initiateTmr);
//Attempt conneciton after a certain time.
//This is a once of call, because this function will get called again if the connection fails.
setTimeout(
() => FL_Utils.connect(constants, vars, status),
constants.RECONNECTTmrPV
);
});
//Handle incoming data.
vars.client.on("data", function (data) {
//Add the data to inbound buffer.
vars.bufferIn = vars.bufferIn + data.toString();
FL_Utils.processData(constants, vars, status);
//Handle different types of requests from server here.
});
//Drain event, socket available again.
vars.client.on("drain", () => {
console.log(`Socket available to write now`);
status.socketAvailavleToWrite = true;
status.waitingcallback = false;
//Check if there are more messages to send.
//Keep calling this function till there is stuff to be sent in the messageOut buffer.
if (vars.messagesOut.length > 0) {
FL_Utils.sendMessage(constants, vars, status);
}
});
//Conneciton established.
vars.client.on("connect", () => {
FL_Utils.onConnect(constants, vars, status);
});
};
module.exports = { socketControl };
Following is from another module that sends messages.
const sendMessage = (constants, vars, status) => {
if (vars.messagesOut.length > 0) {
//Only then try to do anything.
//Check if the socket is available to write.
if (status.socketAvailavleToWrite && !status.waitingcallback) {
let result = false;
//console.log(`Buffer size at send: ${(vars.messagesOut.length)}`)
result = vars.client.write(vars.messagesOut[0], () =>
MessageSendResponse(constants, vars, status)
);
//console.log('Callback requested.')
status.waitingcallback = true;
if (!result) {
//The socket is full. Wait for drain event to kick in.
console.log("Socket is not available to write at the moment.");
status.socketAvailavleToWrite = false;
}
}
}
};
const MessageSendResponse = (constants, vars, status) => {
status.waitingcallback = false;
//console.log(`Buffer size at cb before message shift : ${(vars.messagesOut.length)}`)
//Message sent.
console.log(`${timestamp()} : Message out : ${vars.messagesOut[0]}`);
//Delete message.
vars.messagesOut.shift();
//console.log(`Buffer size at cb after message shift : ${(vars.messagesOut.length)}`)
//Enable the socket available.
status.socketAvailavleToWrite = true;
//Check if there are more messages to send.
//Keep calling this function till there is stuff to be sent in the messageOut buffer.
if (vars.messagesOut.length > 0) {
//console.log('Recursive call to send message.')
sendMessage(constants, vars, status);
}
};
In my node app,
socket.on('test', function (req) {
controller.test(socket, req, 'test');
})
This way I store all users socket connections in server...
var userSockets = []; //Used to store all connected users data.
userSockets[user.id] = socket; // Storing whole socket object.
// E.x: userSockets[14] = socket; // Stored like this.
Function to get all socket data
getUserSocket() {
return userSockets;
}
Now I need to emit to the specific socket, I have tried this but I got an error.
let allUserSocketListData = databaseHelper.getUserSocket();
allUserSocketListData[result.data[0].id].emit('response' , data);
// E.x: allUserSocketListData[14].emit('response' , data);
Error:
.emit() is not a function.
Update
I have one function in that I'm storing all user's socket data.
validateUser(user, socket) {
... // My some code
userSockets[user.id] = socket;
}
Namespaces and rooms were build for that specific reason, but when you need something handy without extra code, sending emits directly can do job.
Here's a quick approach:
1: Your connection event should store the socket ID and not the whole object
let socketIds = []
socketServer.on("connection",(socket)=>{
socketIds.push(socket.id)
socket.emit("message", "hey")
})
2: Now if you want to send something on the first client only for example, you should first check if it's already registered and proceed with the emit.
if (socketServer.sockets.connected.hasOwnProperty(socketIds[0])){
socketServer.sockets.connected[socketIds[0]].emit("message", "hey again")
} else {
console.error("Error: Wrong Id")
}
I am following this tutorial on making HTML5 games. I wanted to try and mix node in to make it multiplayer. I am using node.js(v0.10.4) on server and crafty.js on front end.
I am using socket.io to send and receive messages. For now it's just me(not multiple clients). The weird thing that happens is that the message that comes from the server seems to be sent multiple times. I turned on debug mode in socket.io but it only seems to be sending the data once, yet on the front end the data seems to be coming in, in multiples. I set an incrementor on the data and it seems as if the incrementor is not incrementing multiple times but instead I am getting multiple copies of the same data.
here's node code:
var http = require('http').createServer(handler),
static = require('node-static'),
io = require('socket.io').listen(http);
io.set('log level', 3);
http.listen(80);
//attach the socket to our server
var file = new static.Server(); //Create a file object so we can server the files in the correct folder
function handler(req, res) {
req.addListener('end', function() {
file.serve(req, res);
}).resume();
}
io.sockets.on('connection', function (socket) { //listen for any sockets that will come from the client
socket.on('collected', function(data) {
/**** here's where the data is being sent back to the client *****/
socket.emit('messageFromServer', { data: data.number });
});
});
and here's front end code:
//messenger entity
Crafty.c('SendRecieveMessages',{
count: 0,
sendMessageToServer : function() {
console.log('got a village');
/**** Here's where we send the message to the server ****/
socket.emit('collected', { village : "The message went to the server and back. it's collected", number : this.count });
this.count++;
},
recieveMessageFromServer : function() {
socket.on('messageFromServer', function(data) {
/*** This data seems to be coming back or logging multiple times? ***/
console.log(data);
});
}
});
Lastly here's a screenshot of the debug in process. As you can see number is not always incrementing, it almost looks like the data is getting stored. Thanks!
http://cl.ly/image/0i3H0q2P1X0S
It looks like every time you call Crafty.c, recieveMessageFromServer() is getting called too. Every time recieveMessageFromServer is invoked, it attaches an additional event listener on the socket. That's why the first time data comes back you get one copy, then the second time you get two, the third time you get three, and so on.
You either need to prevent recieveMessageFromServer from being called multiple times, or use removeListener or removeAllListeners to remove the previously attached listeners.
Thanks to #Bret Copeland for helping me figure this one out. As he pointed out, every time socket.on() is called, it seems to add another listener. To prevent this...
I declared a global variable:
I declared a variable as a property in my Game object(in craftyjs, so use whatever you want in your setup)
Game = {
//lots of other code here...
//need this to use later for socket.io
send_message : true
}
then edited my recieveMessageFromServer() function to check whether its ok to send the message or not:
recieveMessageFromServer : function() {
console.log('does this show up multiple times?');
/* Check whether the send_message is true before sending */
if (Game.send_message) {
socket.on('messageFromServer', function(data) {
console.log(data);
Game.send_message = false;
});
}
}
I am trying to build a simple tcp chat server, WITHOUT socket.io.
Now, I have no problem broadcasting data across all sockets connected to the server.
My problem is assigning a socket identifier to each connection and retrieving them from an object.
Here is the code:
var net = require('net');
//keep track of sockets
var allSockets = {
sockets: {},
addSocket: function(socket, nick, table) {
this.sockets[table+nick] = socket;
},
removeSocket: function(nick, table) {
if (this.sockets[table+nick] !== undefined) {
this.sockets[table+nick] = null;
delete this.sockets[table+nick];
}
}
};
// create the server
var server = net.createServer(function (socket) {
var connected = false;
var jsoncommand = true;
//first data sent MUST BE json formatted string in this format
//{"nick":"someid","table":"tablenumber"}
var thisnick = "";
var thistable = "";
// get client ip
socket.name = socket.remoteAddress;
//write something on each connect
socket.write("You are connecting from " + socket.name + "\n");
socket.write(socket.name + " joined chat\n");
//handle data streams
socket.on('data', function (data) {
if (jsoncommand) {
//JSON.parse the first data stream
var some = JSON.parse(data);
//assign a socket.id based on nick and table
allSockets.addSocket(socket, some.table, some.nick);
socket.write(some.nick + " joined " + some.table + "\n");
thisnick = some.nick;
thistable = some.table;
connected = true;
//no longer waiting for first stream as JSON
jsoncommand = false;
} else if (connected) {
//write whatever data it recieves (function is below)
broadcast(data, thistable);
} else {
socket.write("You are not connected to any table");
socket.destroy();
connected = false;
jsoncommand = true;
thisnick = "";
thistable = "";
}
});
// remove the socket from allSockets but broadcast
//only to other users on the same table
socket.on('end', function () {
allSockets.removeSocket(thisnick, thistable);
broadcast(thisnick + " has left table " + thistable, thistable);
});
//this function should select from the allSockets object,
//only those, whose property matches "table"
//and write to those sockets only, when called
function broadcast(message, table) {
allSockets.sockets.forEach(function(socket) {
if (socket.hasOwnProperty(table)) {
socket.write(message);
}
});
}
});
server.listen(8000);
console.log("running at port 8000\n");
Just deploy this on your machine and connect with nc to port 8000
and be sure that the first thing you send it is something like
{"nick":"mynick","table":"mytable"}
you will see a message that your nick joined your table.
now if you send it something else, based on the fact that it stored your table name,
it should echo whatever you send it, to you and to other connections with different
nicks but on the same table, but the server dies, throwing an error that the allSockets
object, does not have a "for" or "forEach" method or indexOf, or any other.
SO, how do I correct this?
If my nick is "john" and I joined "my_table", and also "mary", "lisa" and "ana" joine the same "my_table", assuming I don't know their nicks, but I do know they are on "my_table",
HOW do I select from the allSockets object, those sockets that contain "my_table".
I tried hasOwnProperty, but that returns boolean, which only tells me that there are sockets with that property, but how do I put them in a for, or foreach loop in order to write to them.
I know it may be a silly question, or maybe im not even aproaching this correctly, but im a node.js beginner, so any advice is greatly apreaciated.
By the way I put this together from examples across the web.
As for the JSON string, its the first thing being sentby a desktop app on connection. Anyways I chose it for testing purposes so don't bother with it.
I suppose error about forEach happens here:
allSockets.sockets.forEach(function(socket) {
While allSockets.sockets is not Array, but it is object (key > value model, like hash table).
So to loop through each socket in it, you should change loop to:
for(var key in allSockets.sockets) {
var socket = allSockets.sockets[key];
// your logic here
}
I'm getting a weird result when writing to a socket. I wrote a simple experiment with a client and a server:
server.js
var net = require('net');
net.createServer(function (connection) {
connection.on('data', function (data) {
console.log('data: ' + data);
});
}).listen(1337);
client.js
var net = require('net');
var client = net.connect({port: 1337}, function () {
var i = 0;
function send() {
client.write('a');
if (++i < 100) {
process.nextTick(send);
} else {
client.end();
}
}
send();
});
I expected the server to show 100 lines of data: a, but I ended up getting a smaller number of data: aaaaaaa lines. There's socket.setNoDelay() that seems to be what I want, but it doesn't seem to have any effect.
What am I missing?
Thanks a lot,
The TCP protocol only sends exactly the bytes you write in the socket. They will not be separated into messages, that's up to you. If you would like to get 100 lines of a then you would have to define 100 separate messages, and choose a delimiter for them. Usually people delimit messages sent to a TCP socket by \r\n.
So you would need to change your server to
var net = require('net');
net.createServer(function (connection) {
connection.on('data', function (buffer) {
var data = buffer.toString();
if (data.indexOf('\r\n') > -1) { // If there's more than one line in the buffer
var lines = data.split('\r\n'); // Split the lines
var i = lines.length;
while (i--) { // This will read your lines in reverse, be careful
console.log(lines[i]); // Print each line
}
} else {
console.log(data); // If only one line came through, print it
}
});
}).listen(1337);
And your client to
var net = require('net');
var client = net.connect({port: 1337}, function () {
var i = 0;
function send() {
client.write('a\r\n'); // Notice the \r\n part. This is what will help you separate messages on the server
if (++i < 100) {
process.nextTick(send);
} else {
client.end();
}
}
send();
});
And then I believe you would get 100 lines of a.
This module also provides a very interesting way to do it, and of course ZeroMQ would also shine in this because it already has a nice protocol that puts things in envelopes and sends them.
Also interestingly but out of the scope of your question, the messages you send write to the socket on one side will not arrive in the same order on the server. If you change your send function to
function send() {
if (++i < 100) {
client.write('a'+i+'\r\n');
process.nextTick(send);
} else {
client.end();
}
}
you can see them arriving not in the order you sent them.
By "The TCP protocol only sends exactly the bytes you write in the socket" I mean that if you do socket.write("1"); socket.write("2"), you will receive "12" on the server, because that's what you wrote on the socket. You have to explicitly separate your messages by something so that the server can know when a message starts and when a message ends.
About receiving things in order or not, you'll notice that if you remove the process.nexTick and have your client like:
var net = require('net');
var client = net.connect({port: 1337}, function () {
var i = 100;
while (i--) {
client.write('a'+i+'\r\n');
}
});
you'll get two messages on the server (at least I got): first numbers 83 - 99 and then 0 - 82, despite having wrote them in order.
Its because TCP splits it in packets in some magic way. The first package was actually larger than the second one, so it got there last. You can read more about how TCP works in the wikipedia page of course, and this video is probably going to say more than what you need to hear but its good to understand everything you're working with.