websocket 与 用户对接并发

实现 用户登录 对接 ,能处理多人数 聊天并发问题
求代码,,,,,,,,,

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如何确保Golang大猩猩WebSocket包中的并发

<div class="post-text" itemprop="text"> <p>I have studied the Godoc of the gorilla/websocket package.</p> <p>In the Godoc it is clearly stated that</p> <blockquote> <p>Concurrency Connections support one concurrent reader and one concurrent writer.</p> <p>Applications are responsible for ensuring that no more than one goroutine calls the write methods (NextWriter, SetWriteDeadline, WriteMessage, WriteJSON, EnableWriteCompression, SetCompressionLevel) concurrently and that no more than one goroutine calls the read methods (NextReader, SetReadDeadline, ReadMessage, ReadJSON, SetPongHandler, SetPingHandler) concurrently.</p> <p>The Close and WriteControl methods can be called concurrently with all other methods.</p> </blockquote> <p>However, in one of the example provided by the package</p> <pre><code>func (c *Conn) readPump() { defer func() { hub.unregister &lt;- c c.ws.Close() }() c.ws.SetReadLimit(maxMessageSize) c.ws.SetReadDeadline(time.Now().Add(pongWait)) c.ws.SetPongHandler(func(string) error { c.ws.SetReadDeadline(time.Now().Add(pongWait)); return nil }) for { _, message, err := c.ws.ReadMessage() if err != nil { if websocket.IsUnexpectedCloseError(err, websocket.CloseGoingAway) { log.Printf("error: %v", err) } break } message = bytes.TrimSpace(bytes.Replace(message, newline, space, -1)) hub.broadcast &lt;- message } } </code></pre> <p>Source: <a href="https://github.com/gorilla/websocket/blob/a68708917c6a4f06314ab4e52493cc61359c9d42/examples/chat/conn.go#L50" rel="nofollow noreferrer">https://github.com/gorilla/websocket/blob/a68708917c6a4f06314ab4e52493cc61359c9d42/examples/chat/conn.go#L50</a></p> <p>This line</p> <pre><code>c.ws.SetPongHandler(func(string) error { c.ws.SetReadDeadline(time.Now().Add(pongWait)); return nil }) </code></pre> <p>and this line</p> <pre><code>_, message, err := c.ws.ReadMessage() </code></pre> <p>seems to be not synchronized because the first line is a callback function so it should be invoked in a Goroutine created in the package and the second line is executing in the Goroutine that invoke <code>serveWs</code></p> <p>More importantly, how should I ensure that no more than one goroutine calls the <code>SetReadDeadline</code>, <code>ReadMessage</code>, <code>SetPongHandler</code>, <code>SetPingHandler</code> concurrently?</p> <p>I tries to use a Mutex lock and lock it whenever I call the above functions, and unlock it afterwards, but quickly I realize a problem. It is usual (also in the example) that <code>ReadMessage</code> is being called in a for-loop. But if the Mutext is locked before the ReadMessage, then no other Read-functions can acquire the lock and execute until next message is received</p> <p>Is there any better way in handling this concurrency issue? Thanks in advance.</p> </div>

并发写入websocket连接

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<div class="post-text" itemprop="text"> <p>According <a href="https://github.com/gorilla/websocket#gorilla-websocket-compared-with-other-packages" rel="nofollow">Gorilla Websockets Project</a> it is not possible to send pings and pongs using <strong>golang.org/x/net/websocket</strong>. At the same time, the following is on the project page of <a href="http://godoc.org/golang.org/x/net/websocket" rel="nofollow">golang.org/x/net/websocket</a>:</p> <blockquote> <p>Package websocket implements a client and server for the WebSocket protocol as specified in RFC 6455.</p> </blockquote> <p>I am a little confused. <strong>golang.org/x/net/websocket</strong> implements RFC 6455 but can not send control frames (cancel, ping, pong) although this is specified in <a href="http://tools.ietf.org/html/rfc6455#section-5.5" rel="nofollow">RFC 6455 - Section Control Frames</a></p> <p>So what will happen if I use <strong>golang.org/x/net/websocket</strong> package. Will the connection abort after a timeout? In other words, how is it ensured here that the connection does not break off.</p> </div>

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<div class="post-text" itemprop="text"> <p>thanks in advance for any help or advice! </p> <p>I am building a chess application, the frontend is in Reactjs and backend is a server written in Golang using Gorilla mux library. The backend is a chess engine for the human user to play against. The react frontend creates a WebSocket connection with the server in the top-level constructor. </p> <p>The app works well for a single connection. However, upon opening a second browser tab, the first browser tab's Websocket connection is lost. </p> <p>The server reports the error, </p> <pre><code>read error: websocket: close 1001 (going away) </code></pre> <p>and then,</p> <pre><code>read error: read tcp 127.0.0.1:8081-\u003e127.0.0.1:64146: use of closed network connection </code></pre> <p>I've looked at the Gorrilla/mux documentation for websockets and am reading/writing all from the same function in order to avoid concurrent reads or writes on the same connection. </p> <p>React frontend constructor is here: </p> <pre><code>class Game extends React.Component { constructor(props) { super(props); this.state = { history: [{ position: this.props.chess.fen(), move: "", }], ply: 0, selectedSq: null, engineName: "", engineAuthor: "", uciOK: false, isReady: false, engineThinking: false, playersTurn: true, playerColor: WHITE, }; this.ws = websocketConnect("ws://localhost:8081/uci"); this.ws.onmessage = (event) =&gt; { const msg = event.data this.processEngineMessage(msg) } } </code></pre> <p>It is referencing websocket.js which is here: </p> <pre><code>export function websocketConnect(url) { const ws = new WebSocket(url); ws.addEventListener('open', (event) =&gt; { ws.send('uci'); }); return ws; } </code></pre> <p>Goland Websocket package is here</p> <pre><code>package websocket import ( "net/http" "github.com/namsral/flag" log "github.com/sirupsen/logrus" "github.com/gorilla/websocket" ) type WebsocketServer struct { upgrader websocket.Upgrader addr *string conn *websocket.Conn } func NewWebsocketServer() *WebsocketServer { w := new(WebsocketServer) w.addr = flag.String("addr", "localhost:8081", "http service address") flag.Parse() w.upgrader = websocket.Upgrader{} // use default options http.HandleFunc("/uci", w.uciHandler) return w } func (w *WebsocketServer) uciHandler(rw http.ResponseWriter, r *http.Request) { var err error log.Error("upgrading to websocket connection") w.upgrader.CheckOrigin = func(r *http.Request) bool { return true } w.conn, err = w.upgrader.Upgrade(rw, r, nil) if err != nil { log.Print("upgrade:", err) return } go w.UCI(rw, r) } func (w *WebsocketServer) Start() { log.Info("starting websocket server") http.ListenAndServe(*w.addr, nil) } func (w *WebsocketServer) CloseConnection() { w.conn.Close() } func (w *WebsocketServer) StartReader(channel chan string) { for { _, message, err := w.conn.ReadMessage() if err != nil { log.Println("read error:", err) break } log.Printf("recv: %s", message) channel &lt;- string(message) } } func (w *WebsocketServer) Write(msg string) { err := w.conn.WriteMessage(websocket.TextMessage, []byte(msg)) if err != nil { log.Println("write:", err) } } </code></pre> <p>Full code here: server: <a href="https://github.com/tonyOreglia/glee" rel="nofollow noreferrer">https://github.com/tonyOreglia/glee</a> frontend: <a href="https://github.com/tonyOreglia/chess-board-react" rel="nofollow noreferrer">https://github.com/tonyOreglia/chess-board-react</a></p> <p>I am hoping to be able to support multiple concurrent users using the website. It is currently hosted on DigitalOcean.</p> </div>

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UnityLicence

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