.. currentmodule:: wsproto
This document explains how to get started using wsproto to connect to WebSocket servers as well as how to write your own.
We assume some level of familiarity with writing Python and networking code. If you're not familiar with these we highly recommend you read up on these first. It may also be helpful to study Sans-I/O, which describes the ideas behind writing a network protocol library that doesn't do any network I/O.
The main class you'll be working with is the :class:`WSConnection` object. This object represents a connection to a WebSocket peer. This class can handle both WebSocket clients and WebSocket servers.
wsproto
provides two layers of abstractions. You need to write code that
interfaces with both of these layers. The following diagram illustrates how your
code is like a sandwich around wsproto
.
Application |
APPLICATION GLUE |
wsproto |
NETWORK GLUE |
Network Layer |
wsproto
does not do perform any network I/O, so NETWORK GLUE represents
the code you need to write to glue wsproto
to an actual network, for example
using Python's socket module.
The :class:`WSConnection` class provides two methods for this purpose. When data
has been received on a network socket, you should feed this data into a
connection instance by calling :meth:`WSConnection.receive_data`. When you want
to communicate with the remote peer, e.g. send a message, ping, or close the
connection, you should create an instance of one of the
:class:`wsproto.events.Event` subclasses and pass it to
:meth:`WSConnection.send` to get the corresponding bytes that need to be sent.
Your code is responsible for actually sending that data over the network.
Note
If the connection drops, a standard Python socket.recv()
will return
zero bytes. You should call receive_data(None)
to update the internal
wsproto
state to indicate that the connection has been closed.
Internally, wsproto
processes the raw network data you feed into it and
turns it into higher level representations of WebSocket events. In APPLICATION
GLUE, you need to write code to process these events. Incoming data is exposed
though the generator method :meth:`WSConnection.events`, which yields WebSocket
events. Each event is an instance of an :class:`.events.Event` subclass.
Begin by instantiating a connection object in client mode and then create a
:class:`wsproto.events.Request` instance. The Request must specify host
and
target
arguments. If the WebSocket server is located at
http://example.com/foo
, then you would instantiate the connection as
follows:
from wsproto import ConnectionType, WSConnection from wsproto.events import Request ws = WSConnection(ConnectionType.CLIENT) request = Request(host="example.com", target='foo') data = ws.send(request)
Keep in mind that wsproto
does not do any network I/O. Instead,
:meth:`WSConnection.send` returns data that you must send to the remote peer.
Here is an example using a standard Python socket:
sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM) sock.connect(("example.com", 80)) sock.send(data)
To receive communications from the peer, you must pass the data received from the peer into the connection instance:
data = sock.recv(4096) ws.receive_data(data)
The connection instance parses the received data and determines if any high-level events have occurred, such as receiving a ping or a message. To retrieve these events, use the generator function :meth:`WSConnection.events`:
for event in ws.events(): if isinstance(event, AcceptConnection): print('Connection established') elif isinstance(event, RejectConnection): print('Connection rejected') elif isinstance(event, CloseConnection): print('Connection closed: code={} reason={}'.format( event.code, event.reason )) sock.send(ws.send(event.response())) elif isinstance(event, Ping): print('Received Ping frame with payload {}'.format(event.payload)) sock.send(ws.send(event.response())) elif isinstance(event, TextMessage): print('Received TEXT data: {}'.format(event.data)) if event.message_finished: print('Message finished.') elif isinstance(event, BytesMessage): print('Received BINARY data: {}'.format(event.data)) if event.message_finished: print('BINARY Message finished.') else: print('Unknown event: {!r}'.format(event))
The method events()
returns a generator which will yield events for all of
the data currently in the wsproto
internal buffer and then exit. Therefore,
you should iterate over this generator after receiving new network data.
For a more complete example, see synchronous_client.py.
A WebSocket server is similar to a client, but it uses a different :class:`wsproto.ConnectionType` constant.
from wsproto import ConnectionType, WSConnection from wsproto.events import Request ws = WSConnection(ConnectionType.SERVER)
A server also needs to explicitly send an :class:`AcceptConnection
<wsproto.events.AcceptConnection>` after it receives a
Request
event:
for event in ws.events(): if isinstance(event, Request): print('Accepting connection request') sock.send(ws.send(AcceptConnection())) elif...
Alternatively a server can explicitly reject the connection by sending
:class:`RejectConnection <wsproto.events.RejectConnection>` after
receiving a Request
event.
For a more complete example, see synchronous_server.py.
Protocol errors relating to either incorrect data or incorrect state changes are raised when the connection receives data or when events are sent. A :class:`LocalProtocolError <wsproto.utilities.LocalProtocolError>` is raised if the local actions are in error whereas a :class:`RemoteProtocolError <wsproto.utilities.RemoteProtocolError>` is raised if the remote actions are in error.
WebSockets are closed with a handshake that requires each endpoint to
send one frame and receive one frame. Sending a
:class:`CloseConnection <wsproto.events.CloseConnection>` instance
sets the state to LOCAL_CLOSING
. When a close frame is received,
it yields a CloseConnection
event, sets the state to
REMOTE_CLOSING
and requires a reply to be sent. This reply
should be a CloseConnection
event. To aid with this the
CloseConnection
class has a :meth:`response()
<wsproto.events.CloseConnection.response>` method to create the
appropriate reply. For example,
if isinstance(event, CloseConnection):
sock.send(ws.send(event.response()))
When the reply has been received by the initiator, it will also yield
a CloseConnection
event.
Regardless of which endpoint initiates the closing handshake, the server is
responsible for tearing down the underlying connection. When a
CloseConnection
event is generated, it should send pending any wsproto
data and then tear down the underlying connection.
Note
Both client and server connections must remember to reply to
CloseConnection
events initiated by the remote party.
The :class:`WSConnection <wsproto.WSConnection>` class supports
sending WebSocket ping and pong frames via sending :class:`Ping
<wsproto.events.Ping>` and :class:`Pong <wsproto.events.Pong>`. When a
Ping
frame is received it requires a reply, this reply should be
a Pong
event. To aid with this the Ping
class has a
:meth:`response() <wsproto.events.Ping.response>` method to create the
appropriate reply. For example,
if isinstance(event, Ping):
sock.send(ws.send(event.response()))
Note
Both client and server connections must remember to reply to
Ping
events initiated by the remote party.