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Merge pull request #7 from jokester/fix-readme-manifest
v0.2.1: update readme & manifests
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.yarn | ||
*.tgz | ||
/socket.io-serverless/README.md | ||
/socket.io-serverless/docs |
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### how the code is developed and built | ||
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Because socket.io does not publish original TS code in NPM, I included the `socket.io` repo ([now a monorepo too](https://github.com/socketio/socket.io/issues/3533)) as a git submodule. My monorepo therefore contains packages like `socket.io-serverless` `socket.io/packages/socket.io` ``socket.io/packages/engine.io` ` | ||
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Some socket.io code need to be patched, including export map in `package.json`. The patches are contained in the monorepo and applied by Makefile. | ||
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`esbuild` bundle `socket.io-serverless` code , along with Socket.io and other deps, into a non minified bundle. | ||
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A `esbuild` [build script](https://github.com/jokester/socket.io-serverless/blob/main/socket.io-serverless/build.mjs) is used to customize the deps resolution process. Some npm packages are replaced with CF-compatible implementation (like `debug`), or simple stubbed (like `node:http` ). | ||
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### how socket.io works | ||
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Socket.io (the top level library) have 2 main components: npm packages `socket.io` and `engine.io`. | ||
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The `socket.io` packages deals with the high level concepts: namespace / room / clustering / etc. It depends on `engine.io` which holds a `http.Server` instance and deals with the transport-aware logic. | ||
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In Node.js the 2 components just run in the same process, communicate with a event emitter API. | ||
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### develop for CF worker / DO | ||
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In CF DO / worker, JS runs in a non-Node.js special serverless environment. I think [workerd](https://github.com/cloudflare/workerd/tree/main/src/workerd) . | ||
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The biggest difference compared to Node.js / web for a JS developer is perhaps the volatile state. | ||
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In a traditional environment like Node.js process or a browser tab, the code just run till server down or tab close. But in CF the serverless environment they will stop running and destroy the in-memory state of your JS code when it is inactive. Having a JS `setTimeout` or `setInterval` timer counts as active. A pending HTTP request counts. An active WebSocket connection may or may not count (depending on the API used to accept the connection). | ||
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Specificlly, for DO the destruction of in-memory state is actually called [hibernation](). Developers can manually persist/revive state using provided KV store-like API. | ||
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For DO there is some guarantee like "no 2 instance of the same actor (identified by id) will exist at the same time". For worker I guess almost nothing is guaranteed. S | ||
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Also the available standard libraries is different too. | ||
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The code using only JS language APIs should just work. Code requiring Node.js API can have Node.js polyfills behind Node.js compatibility flags. | ||
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Since sometime in 2024 the Node.js stdlib polyfill is based on [unenv]() , behind `nodejs_compat_v2` flag. This article has a quite complete explanation [Cloudflare Workersのnodejs\_compat\_v2で何が変わったのか](https://zenn.dev/laiso/articles/8280d026a08de0) | ||
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Prior to this, based on my non-authoritative investigation the `nodejs_compat` flag is eventually based on `ionic-team/rollup-plugin-node-polyfills` used by `@esbuild-plugins/node-modules-polyfill`, used by `esbuild`, used by `wrangler` CLI. | ||
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### how socket.io-serverless works | ||
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I used 2 DO to run heavily rewired `socket.io` `engine.io` code. | ||
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`class EngineActor extends DurableObject {...}` is the DO running `engine.io` code. It just accepts WebSocket connection, forwards bidirectional WS messages between `SocketActor` and real WS connection. | ||
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`class SocketActor extends DurableObject {...}` is the DO running `socket.io` code. It responds to RPC calls from `EngineActor`, emit messages into objects like `Namespace`. If application code above send message to a engine.io Socket (an abstraction of different transports), the message got forwarded to `EngineActor`, and flow to the other end of WS connection. | ||
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Therefore application logic code based on on `sio.Namespace` `sio.Client` `sio.Room` should work as with the original Socket.io, but with [limitations](https://github.com/jokester/socket.io-serverless?tab=readme-ov-file#limitations). | ||
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Besides the 2 DOs , there will need to be a worker entrypoint, a simple HTTP handler to forward request to `EngineActor` | ||
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While it is not impossible to prevent aforementioned hibernation (I did this in a first simpler version), I decided that a serverless version should instead exploit hibernation to save energy and protect our earth. | ||
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The states inside `EngineActor` `SocketActor`, including connection IDs, possibly dynamically created namespaces and conn IDs within, are now persisted/revived across different life cycles. | ||
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Most of `engine.io` `socket.io` code is already driven by message events. But there was a ping timer to drive [heartbeat check](https://socket.io/docs/v4/engine-io-protocol/#heartbeat). I had to stub the original code to use [alarm]() instead. | ||
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Currently socket.io-serverless only creates 1 instance for each DO class. In the future if performance becomes a problem it should be able to split the load with more DOs (similar to the adapter/cluster structure used by Socket.io) | ||
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